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#1
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| [Reposted from the Necromantic Wight comments in hindsight, as this is probably a better place] So I've just gotten the option for +AG on a Wight with Guard... My ghouls have all gotten defensive skills and no Sure Hands yet, and so I am considering taking the +AG, picking up Strong Arm later, giving a Werewolf or two Diving Catch plus maybe Catch, and running a run/pass option play. I fear that it'll force ghouls out into a more active and exposed role, take away some key Werewolf skills like Sidestep, remove a potentially key Guard from the frontlines, and in general just seems against the grain of the team's core strengths. Yet it really would open up offensive options, especially against bashier teams, and avoids the problem of having short-lived ghouls be so key to your offense... Anyone try such an approach? How did it go? |
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#2
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| This does pop up from time to time and I dont recon there is a right or wrong answer. However, the throwing option IMO isnt in the teams best interest. Heres why: 1. With only 4 players with ST skill access taking one of those players away would see u get out muscled easier. Necromantics get bullied as it is. 2. The team lacks a good catcher. Ghouls being your best suited player are already targeted and with no Apoth and no regeneration, the likelyhood of being left without a reciever is quite high. Yes u could make a wolf into a reciever but their true potential lies in utilising claws and surfs (remember just my opinion ). Plus a wolf reciever would forego defensive skills.. A big no no.3. Necros play the running game really well. They dont need to throw to be a successful high scoring team. All that said an AG4, Block, Guard and eventually Strong Arm player would be a solid pass threat. If u do i recon recieve with your Ghouls. Wolves are too good as blitz focus players. Hope that helps. Good luck with the team mate
__________________ Its not a game... Its a life style |
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#3
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| Passing game is inherently more risky... a Wight with +Agi is always useful. He dodges better... he can ball handle better even with no more skills. So I wouldn't discard the Agility. As for what you can do with him... if you need to throw in an emergency it could be an option. The lack of agility receivers might be a problem. I have used passing between 2 players both with +1 Agi without pass or catch skills... having a re-roll makes it ok. Still if you need a dedicated player its in the throwing part that is harder. An Ag 3 Wolf or Ghoul can catch an accurate pass with 3+. In a real tough game a Ag 4 Pestigor was all alone w/ the ball in oppo field. No more moves and in danger of being blitzed. A lone rotter was in range of the TZ... I threw the ball and it worked. I'd rather have a good catcher of course. Sometimes passing isn't a choice your wight can do it well without skills in these cases. But Wight are better mixing it in combat... Maybe delay making the Wight into a thrower. One of your wolves might pickup a +1 Agility and make a good receiver. But overall I'd say stick to the running game... throw when you dont have any options and pray to have re-roll. Last edited by Lebe666; 26th October 2011 at 11:36 AM. |
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#4
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| I agree with both of the above. That is all.
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#5
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| Yeah, I'm leaning the same direction as you guys. I'm thinking to take the +AG, and then probably stick with more traditional skills. Maybe use the AG 4 Wight for a reliable handoff threat, or to nab loose balls, and reconsider going the passing route later depending on how the rest of the team develops (e.g. a +AG Werewolf). I do think you guys are underselling the option play a bit though. The point isn't so much to be passing on a regular basis, as it is to have the option to present enough of a passing threat that they have to consider covering it rather than shutting down the run, e.g. by having to seriously worry about a flank shift + pass + hand off threat. And yes, against strong teams that play good defense I do at times have trouble scoring the run, especially if I take a few casualties. Plus I'd only need a couple of extra skills to really improve it, one Strong Arm and one Diving Catch would make a big difference. My biggest fear isn't so much missing out on defensive skills as it is effectively swapping offensive roles for a Wight and Ghoul. Then again, simply having an AG 4 player as a thrower or receiver is perhaps enough of a threat. I'll have a while to test that out before I pick up any further skills anyway. |
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#6
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| The option play is not a bad thing, but the main problem is that your wights are crucial players for the Necro team that need other skills in order to keep you in the bash war against most opponents. By all means take the Agility, as it means that the wight can move more freely and can handle the ball if needs be, but I would be considering other skills ahead of Strong Arm, such as MB, Tackle and Stand Firm. Your wight will still be a great hand-off option and with Ag 4 can be called upon to do an emergency pass even without Strong Arm. |
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#7
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| For reference, here's the team as it stands: Code: Emerald City Wolfmen W Toto : Block W Cowardly Lion : Block F Scarecrow : Block, Guard F Patchwork Girl : +ST, Block I Nick Chopper : +AG, Guard I Captain Fyter : Mighty Blow G Bastinda : Block, Sidestep G Gingema : Wrestle, Tackle Z Boq : Block Z Ojo : Z Unc Nunkie : Z Mooj : Z Kiki Aru : +ST, Block Z Ree Alla Bad : |
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#8
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| Or an emergency catch. With a re-roll you can risk passing... it would be easier if the receiving Wight has +1 Agility. When your down to 1-2 turns... it worth sending the Wight to end zone range. A lucky pass... and you score.
__________________ We came, we won, we howled ! CC VII - 1st of Div 1 - Eights Final [ Triumph in Adversity award ] CC VIII - Champion ! [ Triumph in Adversity award ] |
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#9
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| Definately take the +AG! i dont think anyone would advise otherwise. As we have all seen playing against low TV elf teams, any AG4 player is a passing/ball handling threat. So a traditional build with the bonus of AG4 would serve as a passing threat without giving up the joy of Mighty Blow. Food for thought.. If u take the AG (reccommended) then went with MB, you would have a player capable of causing Casualties with relative ease, passing with relative ease, dodging/picking up the ball/ scoring all with relative ease. He could do it all.. Sigh.. I want one
__________________ Its not a game... Its a life style |
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#10
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| I want a ST5 Golem, dammit!
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). Plus a wolf reciever would forego defensive skills.. A big no no.

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