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Rottweilerrme |
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Post subject: Lizards for a short league
Posted: Oct 10, 2006 - 04:31 PM
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Joined: Jun 29, 2004
Posts: 75
Status: Offline
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As the title indicates, i'm going into a league that is going to be about 10 games. Now seeing FF has little to no effect now this is what I had in mind:
5 Skinks, 5 Saurii, 1 Kroxigor, 2 RR, 4 FF. Seeing the league is only 10 games I figured on starting with the krox due to playoff time he would be more reliable. Input is greatly appreciated. |
_________________ Don't worry. Anything but a.........1........ DANG IT!!!! Why is my D6 loaded with 1's???
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stick_with_poo_on_the_end |
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Post subject:
Posted: Oct 12, 2006 - 12:33 PM
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Joined: Aug 15, 2005
Posts: 36
Status: Offline
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I would want 3 re rolls. Lizzies burn rerolls like they are going out of fashion, especially a rookie team. With no ball handling skills and no block = plenty of turn overs. I would go for:
6 Saurus 480
5 skink 300
3RR 180
FF 4 40
Get an apoth 1st and then the krox. |
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voyagers_uk |
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Post subject:
Posted: Oct 13, 2006 - 06:20 AM
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Joined: May 19, 2003
Posts: 66
Status: Offline
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a coach in our league went with the Krox rather than extra rerolls or enlarged bench and is paying for it
he is finding the team very hard to run through a game due to the fragility of the skinks
in most cases starting the 2nd half with 8 players. |
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Bouncergriim |
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Post subject: development for lizzies
Posted: Nov 25, 2006 - 04:32 PM
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Joined: Nov 09, 2006
Ft. Worth Texas
Posts: 11
Location: Ft. Worth Texas
Status: Offline
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I am also in a short league and looking for suggestions on how to advance my players. So far two wins in and I have no casualties caused (my sauri knock people down but dont hurt them). 2 skinks have skilled up (one sidestep one surefeet).
What would be some suggestions on how to develop as more skinks (and hopefully some sauri) skill up. Please remember this is a short league and I doubt I will roll doubles (bad luck). |
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Pelle |
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Post subject: RE: development for lizzies
Posted: Dec 11, 2006 - 07:09 PM
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Joined: Sep 01, 2006
Posts: 6
Status: Offline
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The first Saurus that skills up should be break tackle, the second block, the third on frenzy. If you should roll a double, take Dodge. For the skinks first sidestep, then surefeet or catch. On a double take Hail mary pass and then give the other skinks diving catch |
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Lycos |
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Post subject: RE: development for lizzies
Posted: Dec 13, 2006 - 08:57 AM
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Former President
Joined: Aug 22, 2003
Undisclosed
Posts: 1532
Location: Undisclosed
Status: Offline
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Or on a skink, try sneaky git.... |
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KarlLagerbottom |
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Post subject: RE: development for lizzies
Posted: Dec 14, 2006 - 04:38 AM
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Joined: May 25, 2004
Undisclosed
Posts: 1148
Location: Undisclosed
Status: Offline
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How about sure hands on a Skink? (Doubles) You now have a reliable ball handler...and one less way to blow Team Re Rolls. |
_________________ Karl Lagerbottom - Dwarf Blocker of Renown
NAF Member #5236
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Cramy |
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Post subject: Re: RE: development for lizzies
Posted: Dec 14, 2006 - 11:36 AM
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Joined: Nov 17, 2006
Canada
Posts: 403
Location: Canada
Status: Offline
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KarlLagerbottom wrote: How about sure hands on a Skink? (Doubles) You now have a reliable ball handler...and one less way to blow Team Re Rolls.
What he said. Save the rerolls for failed blocks with the Saurus. |
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Bouncergriim |
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Post subject: RE: Re: RE: development for lizzies
Posted: Dec 14, 2006 - 03:09 PM
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Joined: Nov 09, 2006
Ft. Worth Texas
Posts: 11
Location: Ft. Worth Texas
Status: Offline
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I like the option that Hail Mary gives. It really is not as useful as sure hands or block on a skink, but it is great to have that threat against opponents and to use it to get the ball away from slow teams. |
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Spazzfist |
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Post subject: Re: RE: Re: RE: development for lizzies
Posted: Dec 14, 2006 - 04:10 PM
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Joined: Aug 16, 2004
Canada
Posts: 3955
Location: Canada
Status: Offline
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Bouncergriim wrote: I like the option that Hail Mary gives. It really is not as useful as sure hands or block on a skink, but it is great to have that threat against opponents and to use it to get the ball away from slow teams.
I like that one too. I gave Hail Mary to one of my halflings at the Deathbowl, and found it useful (and it terrified my opponents!). Put Diving Catch on a couple of the other skinks and you have yourself a very viable threat! |
_________________ #1 Nurgle coach in Canada (formerly the world!)
#1 Snotling coach in Canada
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Primesupreme |
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Post subject: RE: Re: RE: Re: RE: development for lizzies
Posted: Dec 14, 2006 - 04:12 PM
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Joined: Apr 04, 2006
USA
Posts: 68
Location: USA
Status: Offline
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The last league I played in my thrower had Hailmary and my WE had diving catch...oh...good times:D |
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Bouncergriim |
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Post subject: RE: Re: RE: Re: RE: development for lizzies
Posted: Dec 14, 2006 - 07:37 PM
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Joined: Nov 09, 2006
Ft. Worth Texas
Posts: 11
Location: Ft. Worth Texas
Status: Offline
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I really like that option on skinks because they normally can ball worth anything. But that option opens up a lot and reduces fumbles dramatically 2+ inaccurate pass is a dream for a stuntie trying to throw anything longer than a quick pass.
Normally, I avoid passing at all cost with Lizards. The combination of stunties and no agility from the sauri makes passing too risky.
But on first skill choice for non doubles I love side step, the roving wall of TZ from str 2 players can slow any cage and stop many break aways. |
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