Necromantic Wights Overview:
For a team that appears to be more bash orientated than agility based, Necromantic teams don’t have much in the way of strength skill access. Wights have a pretty average stat line across the board but they do start with Block, have Regeneration and that much needed strength skill access. These factors combined with the type of team mates that they have makes them vital players to have right from the start.
Their strength skill access means they will be looking to take skills that help towards the bashing side of the game. Their stats do mean they could perform a lot of roles for the team but each of their team mates seem specifically suited towards some of those jobs. If you don’t take advantage of the ability to get Guard and get them to muck in with the hitting you may struggle against the traditional hitting teams.
Strength focused Necromantic Wight:
- Normal: Guard, Tackle / Mighty Blow, Stand Firm / Pro / Juggernaut
- Doubles: Dodge / Side Step
- Stat Incrase: +ST +AG +MV
I think you really need to get Guard straight away, the team is mostly ST3 so you need to get assists in to get easier hits. After that Tackle would be a good choice if facing a lot of Dodge sides or go for Mighty Blow. If you can get more injuries and get a numbers advantage on the pitch, it makes getting assists easier and gives you more space to take advantage of some of your fast players. Stand Firm is a great skill and combines well with Guard, it is extremely annoying to play against and can help protect your team mates. Pro could also be helpful for rerolling non crucial two dice blocks and can help with dodging and ball handling if you need to do so and are out of rerolls. Juggernaut could be considered if you want to go after weak fragile opposing players with Wrestle. You will probably find though they are doing more blocking and your team mates doing most the blitzing work.
For doubles I would take Dodge, more to keep him on his feet more rather than for doing dodges, unless you are facing a lot of Tackle heavy teams. Otherwise go for Side Step, if you get this then don’t bother with Stand Firm. Don’t pass up +ST at any point, it doesn’t change the role or development much but actually goes hand in hand and makes them better at it. An agility increase is also very helpful and can turn them into a great mobile assist and also be an outlet for the ball if you need to move it. Movement is probably more useful than armour to get the assists where you need them, though it wouldn’t exactly be a mistake to take armour.
Necromantic Wight Summary:
Wights roles are specifically defined by virtue of the stats that their team mates have. This is by no means the definitive way to go and if you want to go down another route then by all means give it a go. Late on you might consider taking Kick on one of them instead of some of the skill choices listed. With all your positionals you might not have space to fit a Zombie on the pitch other than on the Line of Scrimmage to actually make use of Kick. So taking it on a Wight can fit in well as past Guard, Tackle and Mighty Blow most of the other options are marginal in use. Some other skills to perhaps consider as well are Dauntless and possibly Strip Ball if no one else on the team looks to be getting it.