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ZanzerTemOffline
Post subject:   PostPosted: Feb 25, 2003 - 01:30 PM



Joined: Feb 14, 2003
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Hmm, perhaps I should re-evaluate my lizardman team.....

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IndigoOffline
Post subject:   PostPosted: Feb 26, 2003 - 07:20 AM
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what skills should skinks have then? I always find it hard choosing skills for them as I know they are going to die!

I usually give the very first one sure hands, but after that...?

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skummyOffline
Post subject:   PostPosted: Feb 26, 2003 - 07:36 AM



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Ah - you have to roll doubles to get Sure Hands. Usually I see them become specialists. The first one to roll doubles gets Sure Hands. Catch, Sure Feet and Sidestep are handed out quite frequently. The second doubles is usually Block, but should probably be Sure Hands again. Ball handling is a real weakness for the Lizards, and these skills make their beakaway players that much better.

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SputnikOffline
Post subject:   PostPosted: Feb 26, 2003 - 07:46 AM



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      Quote:
I usually give the very first one sure hands, but after that...?


hmm, sure hands is a general skill and skinks only have access to agility skills.

And choosing skills depends on how you play your team.

I like catch and sure feet for I tend to work more with handoffs. Laughing

Sidestep is also nice to move your skink in a position from where it is easier to doge away. And you can get assists next to the side line. What I want to try next is a passblocking skink. Yes, you still need a 6 to intercept but you may put tackle zones to the thrower or catcher to make it a bit harder.

What you hope for are doubles. And lots of them. Sure hands comes in handy ( Laughing ), block is always a good choise and my skink with sidestep and guard has more players hating him than fans. Oh, just as a side note: he was the most punished player in my team last season and the apo is one of his best friends. It's like painting a mini in neon pink. People will try to get rid of him immediately to remove him out of sight. Crying or Very sad

If you know how to deal with kick go for it. Maybe before sure hands since you have team rr which help you picking up the ball (yes, Max, I know that a Norse blitzer is better in this respect). But team rr don't help you placing the ball in nasty spots. It is worth TDs the easy way. Laughing A bit of dodging, a bit ball handling in a tackle zone, a bit of GFI and there you are. Laughing Laughing

What you pray for is AG+1. Believe me, it's a different offence afterwards.

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skummyOffline
Post subject:   PostPosted: Feb 26, 2003 - 07:52 AM



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Sputnik: What you said about the +1 AG is entirely true. A lizzie team in our league won the dungeonbowl with a +1 AG Skink with Block and Leap.

I don't know why you would use a doubles roll on Pass Block, though. As you said, I'd use all of mine on Block and Sure Hands. If I was lucky enough to get three doubles, Kick would be on my dockett. I might just give it to the Kroxigor, though.

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SputnikOffline
Post subject:   PostPosted: Feb 26, 2003 - 12:43 PM



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      Quote:
I don't know why you would use a doubles roll on Pass Block


ups, I didn't list that under doubles. Embarassed I would like to see whether I can pressurize the thrower a bit more, at least for slow teams. My team already has a kicking skink and against slow teams it might be possible get get him in his backfield before he gets rid of the ball. It's possible to get a clear passing lane against only two skinks in your backfield but with passblock you would always have to fear a lucky interception. If you blitz this skink away-o.k. no pressure at the line!

So much for the theory, let's see if this works once I have a passblocking skink. Laughing I

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skummyOffline
Post subject:   PostPosted: Feb 26, 2003 - 01:10 PM



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Let me know how it goes. My theory has always been that Pass Block and Foul Apperance are only good in numbers. With the Lizzies, I'd rather take block or sure hands and make them a better all around player. I guess it helps that you can take catch easily enough after they get pass block.

Actually, a Block/Dodge, Sidestep, Diving Tackle Skink would be a pain to get rid of, especially since he could run through tackle zones to get on the ballcarrier.

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BenArdOffline
Post subject:   PostPosted: Apr 28, 2003 - 07:56 AM



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I just started with a lizardman team and they are the league whipping boys at the moment. They've only played 4 games but i'm still looking for their first win and second TD.

They took a slapping off a norse team last time out and i managed to have 1 saurus and 2 skinks killed (including the one who i had just got sure hands for). in fact i had 2 dead and 3 badly hurt by the end of the second turn. which was nice.

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BenArdOffline
Post subject:   PostPosted: Apr 28, 2003 - 08:06 AM



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      Quote:

Sidestep is also nice to move your skink in a position from where it is easier to doge away


IMO this would be a bit of a wasted skill as my skinks don't usually tend to get pushed back very often (more beatin into the turf) and seing as they have stunty and can ignore tackle zones the dodging is a reasonably moot point.

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snew
Post subject:   PostPosted: Apr 28, 2003 - 08:43 AM



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Don't underestimate sidestep. It's a fantasticly annoying skill to your opponent. Even if you do go down, you get to choose the square. If you're lucky, you plug the holes he was going to use.

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snew
Post subject:   PostPosted: Apr 28, 2003 - 08:54 AM



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      BloodbasherMasher wrote:
BB Magazine stuff is just experimental trash that GW comes up with. The only "official" stuff is in the LRB 2.0.

Consider BB Mag stuff GW encouraged "house rules". Thats it.

It's not illegal if your commish allows it, but if he allows the BBMag allies, he is a bad commish. The majority of the BB Mag stuff needs to be changed in order to be balanced. Just look at the ogres in BB# 6 Razz


You said this like everyone is supposed to instinctively know it. If you remember back, BBMag1 stated empirically that is was the new official rule set and that BBMag2 kind of polished them a bit.

If someone fell out of the loop after those two mags, they may still be using them. Incidentally, Lizardmen in 4th ed rules had Skinks able to get General Skills as well as Elven Throwers. It was a completely different team back then.

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skummyOffline
Post subject:   PostPosted: Apr 28, 2003 - 09:08 AM



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Um - Elven throwers can still get general skills, can't they?

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snew
Post subject:   PostPosted: Apr 28, 2003 - 10:12 AM



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      skummy wrote:
Um - Elven throwers can still get general skills, can't they?


Laughing Of course. Did I word that awkwardly? I was saying Skinks got General skills and the team as a whole could an AG4 Elven Thrower. Sorry.

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skummyOffline
Post subject:   PostPosted: Apr 28, 2003 - 11:04 AM



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Shocked Lizards could get Elven throwers in 4th ed?

I missed 4th entirely, and I'm very happy I did...

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AgentrockOffline
Post subject:   PostPosted: Apr 28, 2003 - 11:17 AM



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Yeah, I think they had many, many allies going on or something...

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