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stormboyOffline
Post subject: Lizardman team heading into postseason  PostPosted: Sep 03, 2010 - 10:16 AM



Joined: Jul 29, 2010

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and boy do I need help. I am the 8th seed going against the 1st seed and hoping for an underdog finish to the season.

I have 210k for inducements against a wood elf team.

Currently I have 6 saurus (1 block, 1 tackle, 1 break tackle) and 6 skinks (1 ag+1 and sure feet, 1 side step)

I like the idea of a wizard - but elf teams are so dodgy and score so quickly ending one drive seems like a piece of tape on a a broken pipe.

Maybe a start player? But the good ones are out of my price range. I sure could use some advice from people who know the game more than I do.

Thanks.
 
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nyarlathotepOffline
Post subject: RE: Lizardman team heading into postseason  PostPosted: Sep 03, 2010 - 02:13 PM
Mekboy


Joined: Mar 15, 2006

Posts: 298

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If you want to really annoy your opponent take a bribe(100k) and a mercenary skink (90k) to be your designated fouler. Very Happy

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nyarlathotepOffline
Post subject: RE: Lizardman team heading into postseason  PostPosted: Sep 03, 2010 - 02:18 PM
Mekboy


Joined: Mar 15, 2006

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Hemlock isn't a bad star player choice against WE, since he's got Stab. (170k)

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stormboyOffline
Post subject: RE: Lizardman team heading into postseason  PostPosted: Sep 03, 2010 - 04:32 PM



Joined: Jul 29, 2010

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I could go for Helmut Wulf for 110k and a bribe to get him on the pitch twice.

That might take care of my treeman problem....
 
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AxtklingeOffline
Post subject: Re: Lizardman team heading into postseason  PostPosted: Sep 11, 2010 - 05:49 AM



Joined: May 29, 2006
Portugal
Posts: 325
Location: Portugal
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      stormboy wrote:
and boy do I need help. I am the 8th seed going against the 1st seed and hoping for an underdog finish to the season.

I have 210k for inducements against a wood elf team.

Currently I have 6 saurus (1 block, 1 tackle, 1 break tackle) and 6 skinks (1 ag+1 and sure feet, 1 side step)

I like the idea of a wizard - but elf teams are so dodgy and score so quickly ending one drive seems like a piece of tape on a a broken pipe.

Maybe a start player? But the good ones are out of my price range. I sure could use some advice from people who know the game more than I do.

Thanks.


By the way, how did this go?
What were your choices for inducements?
A.
 
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stormboyOffline
Post subject: RE: Re: Lizardman team heading into postseason  PostPosted: Oct 12, 2010 - 06:34 PM



Joined: Jul 29, 2010

Posts: 3

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So I went with Helmut Wulf and a Bribe - but everything backfired on me. My bride roll failed and Wulf was sent packing with almost zero damage done to the elves. It was a massacre. In the end I had 2 skinks on the pitch and even lost a Saurus to injury.
 
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burgun824Offline
Post subject: Re: RE: Re: Lizardman team heading into postseason  PostPosted: Oct 13, 2010 - 07:11 AM



Joined: Apr 15, 2010
United States of America
Posts: 31
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      stormboy wrote:
So I went with Helmut Wulf and a Bribe - but everything backfired on me. My bride roll failed and Wulf was sent packing with almost zero damage done to the elves. It was a massacre. In the end I had 2 skinks on the pitch and even lost a Saurus to injury.


The best laid plans of Mice and Men.

This is usually how my Blood bowl matches end up too.
 
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DaggersOffline
Post subject: RE: Re: RE: Re: Lizardman team heading into postseason  PostPosted: Oct 13, 2010 - 11:02 AM



Joined: Dec 07, 2006
Canada
Posts: 1618
Location: Canada
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Sounds like some of my games. Star players are so good when they work. But when they fail, it seems to go horribly, horribly wrong and quickly.

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Long_BombOffline
Post subject: RE: Re: RE: Re: Lizardman team heading into postseason  PostPosted: Oct 15, 2010 - 03:08 AM



Joined: Mar 12, 2003

Posts: 4

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I know this is a little bit late but against Wood Elves I find a Kroxigor so useful. The prehensile tail reduces there dodge roles to human standards and at strength 5 they can usually tie up two or three elves quite easily and as they come with Loner anyway they are just as good when induced as they are when they are part of your team normally. It also reduces the number of Str 2 players you have on the pitch. If you want to be really nasty you can go for Break Tackle which means they can dodge into a tackle zone on a 2+ to blitz the ball carrier and even if you don't knock him down you still have a Str 5 player that he has to dodge away from at -1. If you manage your block right you can some times pin the ball carrier between the Kroxior and a couple of Saurus, leaving him very few options, just watch out for the hand-off.

On a seperate not I would strongly suggest you take block as you first skill for all Saurus, but I do love Tackle or Break Tackle as a second skill. I would also consider Frenzy and Mighty Blow as second skills as they will help with SPPs from casualties. I have also in the past gone for Guard on a Saurus just so when the inevitable leaping Wardancer jumps into the cage he only gets a one dice block rather that two. I used this twice during the Spiky Open but still ended up with my Skink on the groud both times so it is an option but perhaps not one I will use next time around.
 
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