![]() A Lizard coach needs to mitigate this risk by positioning players well in case of a failed block. 2D blocks are generally good but there is always a 1/9 chance of getting two skulls / both downs and this will happen to start with., resulting in turnovers. The downside of Saurus is their lack of starting skills and AG1. ST4 means 2D blocks against most opponents and MV6 makes them tied as the fastest ST4 players in the game (with Chorf Bulls and Vampires), and you get 6 of them! AV9 means they generally stay on the pitch as well to protect your squishy Skinks (apart from those Claw players which are the bane of any Lizardman team!) For a stat increase +ST is great for making him an even better road block, but I would turn down +AG and +AV/MV for another skill as he already has great MV and AV (plus Thick Skull) and he isn’t going to be carrying the ball (Break Tackle is better than +AG for the Krox). Pro is great for rerolling Bonehead, and if not used there gives you a free reroll for a block or Break Tackle. On doubles I would suggest Block as a start point to make throwing and taking blocks less risky. Grab makes blocking less risky by keeping opponents next to him. Stand Firm is great for keeping him in place once you get him to the correct position. For the Krox it prevents him getting marked up by a Zombie or similar and allows him to get his Tail into the best possible position. Break Tackle is a fantastic skill on the Krox and Saurus, as it allows you to Dodge on a 2+. Guard is a must have on most Big Guys, and on a Lizard team although you start with higher Strength you’ll soon have opponents picking up Guard when you are trying to get Block on your Saurus. Normal: Guard, Break Tackle, Stand Firm, Grab This can make him slow to skill up however. The risk of Bonehead means often once he is in position you will often choose not to activate him to avoid losing his tackle zones. He’s relatively quick for a Big Guy with MV6 as well. The Krox is one of the better Big Guys, especially in a Lizard team as it means one less Skink on the pitch! He is an excellent road block, tying up opponents with the Prehensile Tail. Loner, Bonehead, Mighty Blow, Thick Skull, Prehensile Tail Whilst this does have merit as unskilled Lizards often need rerolls, in the long term you will buy that reroll with my suggested build, the reroll is cheaper than the Krox and the MVP point above makes starting with the Krox more beneficial. The alternative roster would be to take 5 Skinks, No Krox and 3 Rerolls. Generally 12 players should be enough for a Lizard team. First purchase should be an Apo after game 1, then a 3rd reroll and finally a 5th Skink. In terms of development this gives the greatest chance for MVP rolls landing on the Saurus / Krox as well. Skinks are squishy and you generally want no more than 4 on the pitch if you can avoid it, which means taking the Krox. Lizardmen teams should always end up with the above line up eventually. If this takes off, I might move into other teams I play as well. Read all of the related reddits at once = Other GW Gamesīringing back the Specialist Games vibe, slowly:Īs a long time Lizard coach, I decided to write down my thoughts on picking and building a team for a league. Other Forums/Message Boards for Bloodbowl: Got mini's you don't play, want to swap for someone else's? Non-GW Mini's for a Unique look for your teams: Post your Teams! Your Stats! Your Horror Stories of the Game that Nuffle Ruled! Got a Club? LINK IT! Got a Tourney? LINK IT!Ĭomplete list of NAF Tournaments - Check back often!Ĭomplete list of FUMBBL Tournaments - Check back often! We Are Bloodbowl! The Night Goblins, the Orcs, The Elves! We BRING THE PAIN! Be it Electronic or Table-tonic!
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