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Mightypeon
Last seen 9 years ago
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Archive

2015

2015-10-15 01:22:18
rating 3.3
2015-10-05 17:32:28
rating 5.9

2012

2012-04-10 18:33:58
rating 4.4

2009

2009-09-26 04:14:34
rating 3.9
2012-04-10 18:33:58
9 votes, rating 4.4
Getting back to the new Edition
So,

let us examine what changes for Lizards under the new rules, both in terms of TV and skill choices:

Please note that I am largely looking at ranked.

New opportunities for Skinks:
-In some ways, Sneaky Git is a better skill than DP currently.
Certain players, especially high AG Blodgers are always worth a boot, and for Lizards, a sneaky Git is far cheap than a DP.
-Sneaky Git DP costs a lot of TV, and Skinks arent that TV cheap either
-I maintain that Skinks do not need excessive help to make them score, and that skills should be allocated in a way that enables and improves their defensive/annoyance abilities. This means Sidestep, Diving Tackle and possibly Fend.
-Lizards can comparably easy get OTS scores at higher TV Values without neccessary having a dedicated one turner. However, if a Skink gets MV, take it. I would caution against giving a Skink Sprint/Sure feet that does not already have an MV boost.

For Sauri, not a lot changed.
Sauri lack starting skills, and getting a MB/PO combo with decent skills (Block Tackle) backing it up takes a lot of SSP. On a positive side, the effectiveness of DP decreased, and Lizards liked DP but have issues getting access to it.
I strongly argue for at least on frenzied Saurus. The threat is simply to nice to ignore, if 3 rerolls are attained, frenzy as a first skill is possible. You do not have to actually Blitz with him, keeping people of the side lines is totally worthwile even if he does nothing.

The Krox should still get guard first, Break Tackle second.
Use can be made of grab on further skills.
Big guys that dont need to roll dice to do things are the best big guys.

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Comments
Posted by pythrr on 2012-04-10 18:35:39
nah, krox needs jugga, if not a double. works to avoid the both down curse.
Posted by PainState on 2012-04-10 19:02:33
I agree pythrr but the Mightypeon probally only blitzes with his krok once in every 10 matches.

althought the statement that big guys who dont roll dice are the best. Dont you need to roll dice to use break tackle.

If that is the template for a good big guy then the ideal krok is this.

Block
Guard
Stand firm
Diving tackle
Tackle
Fend (because it requires your opponeet to take jugger and blitz to break the skill)

A lot of doubles but the template is the perfect big guy who does not have to roll dice, just stand there and be annoying.
Posted by sann0638 on 2012-04-10 19:06:21
Stick dodge in there to stay on his feet while standing still?
Posted by JimmyFantastic on 2012-04-10 19:11:12
Leader for the Krox, minmax to the max!
Posted by maysrill on 2012-04-10 21:00:23
SG sucks. DP is only marginally worth it now, compared to the much better doubles skinks should take now. Fouling with a non-skilled fouler is perfectly acceptable if the need is there (wardancer, wolf, POMBer).

Dead on with the frenzy saurus. Dodge is the hands-down obvious doubles choice (though ignoring doubles is always an option). Fend can potentially keep them alive longer against POMBy teams, but it's a late skill, not an early one.

SF should be the second non-doubles for a Krox. Keeping his PT on guys is a great thing against dodgy teams. Grab is also good, both for controlling the pitch (esp. combined with your frenzy saurus) and to set up OTT attempts. BT is OK, but not an early skill on a Krox anymore.
Posted by Jumboparagon on 2012-04-10 23:10:05
we're forgetting that fend help the saurus avoid potential man to man defences that can be a huge pain before a couple get some sweet sweet tackle breaking action going on
Posted by Sp00keh on 2012-04-11 11:11:41
sneaky git is rubbish

dirty player only if you're a very big TV lizard team. and tbh lizards do better at lower TV, and do better in tournaments with low-ish TV and inducements. I'd rather have 30tv of inducements than a dirty skink

the problem with developing skinks is you want all your SPP on the saurus. so unless they get good rolls to make a good scorer, fire them once they have 2 normal skills.

i don't feel the need for PO with saurus, you need them upright and you need other skills too

for me saurus development would go ideally like this:

any doubles: take dodge
first 2 normal skills: block then mighty blow

the first saurus to get mighty blow: frenzy
anyone who got dodge: break tackle (after block, mighty blow)
anyone who got dodge and a 2nd double: sidestep then guard

then: spread around a mix of tackle and guard

krox: guard first then depending what you feel like: BT grab SF
Posted by Sp00keh on 2012-04-11 11:16:06
"I'd rather have 30tv of inducements than a dirty skink"

actually, i'd rather have a block skink than a dirty one.

i tend to keep my saurus and krox in contact with the other team and the skinks separate, so if 1 guy slips through and puts a tacklezone on the ball, the skink-pack can gang up and use the block-skink to get 1 or 2 dice block to move the opposition player away from ball.
people just don't expect skink blitzes, and they have such range for it too
Posted by SvenS on 2012-04-12 07:01:31
welcome back! =)