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RottweilerrmeOffline
Post subject: Lizards for a short league  PostPosted: Oct 10, 2006 - 04:31 PM



Joined: Jun 29, 2004

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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.

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stick_with_poo_on_the_endOffline
Post subject:   PostPosted: Oct 12, 2006 - 12:33 PM



Joined: Aug 15, 2005

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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_ukOffline
Post subject:   PostPosted: Oct 13, 2006 - 06:20 AM



Joined: May 19, 2003

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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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BouncergriimOffline
Post subject: development for lizzies  PostPosted: Nov 25, 2006 - 04:32 PM



Joined: Nov 09, 2006
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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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PelleOffline
Post subject: RE: development for lizzies  PostPosted: Dec 11, 2006 - 07:09 PM



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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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LycosOffline
Post subject: RE: development for lizzies  PostPosted: Dec 13, 2006 - 08:57 AM
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Or on a skink, try sneaky git....
 
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KarlLagerbottomOffline
Post subject: RE: development for lizzies  PostPosted: Dec 14, 2006 - 04:38 AM



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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.

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CramyOffline
Post subject: Re: RE: development for lizzies  PostPosted: Dec 14, 2006 - 11:36 AM



Joined: Nov 17, 2006
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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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BouncergriimOffline
Post subject: RE: Re: RE: development for lizzies  PostPosted: Dec 14, 2006 - 03:09 PM



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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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SpazzfistOffline
Post subject: Re: RE: Re: RE: development for lizzies  PostPosted: Dec 14, 2006 - 04:10 PM



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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!

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PrimesupremeOffline
Post subject: RE: Re: RE: Re: RE: development for lizzies  PostPosted: Dec 14, 2006 - 04:12 PM



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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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BouncergriimOffline
Post subject: RE: Re: RE: Re: RE: development for lizzies  PostPosted: Dec 14, 2006 - 07:37 PM



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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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