Lizardman Tactics, Strategies and Builds

Your rosters, your strategies, advice, etc.
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Monstrum
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Re: Lizardman Tactics, Strategies and Builds

Postby Monstrum » 06 January 2012, 13:05

doubles for dodge on a sauri is fantastic, a str4 blodger... plus it combines incredibly well with break tackle, guard, standfirm + mb...

i also got a +agi skink and i have to say he is ridiculous... barring diving tackle, he can score at will from any saurus screen 3-4 squares into the opposition half

i also tend to favour mb over breaktackle for the sauri... the idea is that if they try marking all your sauri, a dodge is pretty risky anyways (1/6 fail) whilst a 2 die block without block is 1/9 fail and mb gives you a good chance to stun/ko/injure while you stall with the skink ballcarier
DISCLAIMER: General advice based on my experience is always correct.

Tigga
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Re: Lizardman Tactics, Strategies and Builds

Postby Tigga » 06 January 2012, 15:27

doubles for dodge on a sauri is fantastic, a str4 blodger... plus it combines incredibly well with break tackle, guard, standfirm + mb...
The problem is that, while taking the double might be good when going for the "best" build, the game often conspires to not allow you to do this. I can undestand that dodge is strong on a high level saurus, but I don't think I've ever played a game with a level 7 saurus, and level 6 sauruses are rare. It's much more common for, even for lizard teams with quite a lot of matches behind them, to only have level 5 and below sauruses. For this reason, in my opinion, the skills must be taken for the short term as sauruses will be playing many games before they can take their next one. Dodge can be good as a fourth or later skill (Block/Guard/SF/Dodge is nice, as is Block/BT/Tackle/Dodge) but take it any earlier and you're player will be down on power until he gets to skill #4. Often he won't get to skill #4.

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ghmongo
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Re: Lizardman Tactics, Strategies and Builds

Postby ghmongo » 06 January 2012, 15:48

Blodge and Guard makes a Saurus a pain in the crotch to deal with. Most bashy teams' ST4 pieces lack Tackle, so they have to get a ST3 with two assists for a block that has a decent chance of yielding a knockdown. This is especially true at low TV.

I'd say Dodge is a good skill to take as early as second (after Block).

Tigga
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Re: Lizardman Tactics, Strategies and Builds

Postby Tigga » 06 January 2012, 19:39

Blodge and Guard makes a Saurus a pain in the crotch to deal with. Most bashy teams' ST4 pieces lack Tackle, so they have to get a ST3 with two assists for a block that has a decent chance of yielding a knockdown. This is especially true at low TV.

I'd say Dodge is a good skill to take as early as second (after Block).
Maybe at low TV, but it depends a bit on where your aiming your team. MM is a different environment to league, and top tier league is a different environment from lower tier league. In MM you face a lot more bashy teams than in the top tiers of leagues (at least you did last time I played in MM), and this means that dodge gives you a player that can stay on his feet while your skinks do the business elsewhere. Against more agile teams a good player will often be able to get by with pushbacks a lot of the time, making staying on your feet much less important. Without break tackle the only use of dodge is not going down so often, and against those bashy teams the ST 4 players they do have with tackle will home in very quickly to your dodge sauruses... and they will usually have one or two.

Even if you're playing bashy teams guard is often a stronger skill anyway. Dodge will help prevent you going down when hit, guard makes it easier to hit back and harder for them to hit you in the first place.

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ghmongo
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Re: Lizardman Tactics, Strategies and Builds

Postby ghmongo » 07 January 2012, 05:17

I'd always take a 2D block over a dodge, so Break Tackle is much lower on my priority list.

Guard may be a better skill than Dodge, but Dodge is valuable on its own merits.

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SavijMuhdrox
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Joined: 16 January 2012, 13:17

Re: Lizardman Tactics, Strategies and Builds

Postby SavijMuhdrox » 18 January 2012, 13:40

I have found with Lizardmen that anonymity is key. I like the saurii to be decked out the same, and the skinks to all progress evenly as well. Some people have mentioned building a skink to be dirty, or a Saurus to not eat the ball.

I'd be interested to know what kind of plays or benefits can be had that way. Sure i may get an MA bonus or an AV bonus randomly but i treat that as a blessing from nuffle on that player.

If i specialise my skinks too much, they just smear slightly differently when injured..

I've gotten this input from the AI matches so fully expect something different in playing head to head, but i feel having only two types of players on the field (Kroxi comes later) is actually a boon to learning and setting up plays. Plus i would hope it confuses my opponent since i may have three skinks equally likely to pick up the ball rather than one guy named Thrower.. perhaps it keeps people honest as far as second guessing my game.

Beyond that, loving the lizard strats, its good reading.
Do you smell that? Yeah, my fault entirely. You got @Railbended

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ghmongo
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Re: Lizardman Tactics, Strategies and Builds

Postby ghmongo » 18 January 2012, 14:22

Good luck with those Skink-to-Skink passes. :?

Lizards absolutely need to have specialized pieces. Otherwise they just have their stats to fall back on. That's no good if, say, you need a guy to reliably get a player with Blodge on the ground. And I dunno about you, but I prefer having at least one player who can pick up the ball using something other than just base AG3.

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SavijMuhdrox
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Re: Lizardman Tactics, Strategies and Builds

Postby SavijMuhdrox » 18 January 2012, 15:10

Right. There is defnlee nothing more useless than a bunch of lizardmen standing around the football trying to figure out what to do with it.

My emphasis was more that i want all my skinks to level the same, be it sure hands or catch.. or whatever.. I like having the flexibility to roll my team to the left or the right.. or adapt to a change in the game.. i'm not caught looking for that one skink on my team.. who as nuffle would have it, is being sat on by the opposition.

Same with Saurus.. no ball-handling Saurus skills.. though scoring a TD with saurii is defnlee rare and fun (i hate watching skinks spike the ball and have it land on their head) i just don't like trying to build around doing that.

But I'm the new guy, and wanna be edumacated on some strategies built around specialised lizards, be it the dirty skinks or ball-handling saurus..
Do you smell that? Yeah, my fault entirely. You got @Railbended

Istrilyin
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Joined: 25 November 2011, 13:25

Re: Lizardman Tactics, Strategies and Builds

Postby Istrilyin » 18 January 2012, 15:15

I just started a Lizardmen team... Feels like a winning team. Never imagined that high MA would work that well.

When it comes to Saurus doubles, I would take dodge right away. It works nicely with break tackle, it works nicely with block or block/guard. Of course block is better, but you can't rely on throwing that many doubles to get blodge later on. Still, with no doubles at all, there are plenty of strength/general skills to pick. I mean not throwing doubles is not a real problem. Not throwing stats is also no problem at all. Strength instead of guard, for example, is also 30 extra TV bloat.

But for the Skinks, doubles are everything. Block. Sure hands. Pass. Dirty player... I'm going to be tempted to kick and replace any Skink that doesn't roll a double getting level 2 or 3.

Then the strategy of having just a skeleton Saurus team, getting 5 mercenary Skinks every game, while the other team can spend 300k in points... Seems like a pretty good one actually. Keep TV at 1000, so 10 fan factor, no apo, 6 Sauri, 21 skills (3-4 per Saurus). Try beating that with a rookie team plus bribes plus bloodweiser babes...

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Monstrum
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Re: Lizardman Tactics, Strategies and Builds

Postby Monstrum » 19 January 2012, 13:15

im pretty sure the mercenaries are added to your TV as you spin automatically, you dont count at the TV of your 6-7 players, you count as full TV
DISCLAIMER: General advice based on my experience is always correct.


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