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I used lizards on 2 leagues (no less than 10 coaches each) and two weekend chamionships. I like them, but still think they aren't the best team. On my current team I have 4 of my 6 saurus with block, I think this is the best first skill for them, because you don't loose RR (I'm not lucky with dice). About skinks, If I roll doubles I always choose block because I think this keeps them alive some more matches, and helps on blitzing some fast players like wood elf catchers. I still haven't had more than 3 blodge skinks on my team, but if I had them and rolled again doubles on a new ones I'd give surehands to them. I don't believe on passing game, skinks are made to run, so run with them.
DeputyDawg wrote: Personally I always start my Sauruses off with break tackle, mobile ST 4's, what a package! They are definately one of my favourite teams. DD.
I think that's a good idea for SOME of your saurus. However more than 2 of them with it, especially early on, takes away from their primary role. They should hit people WAY more often than they dodge away. As I said, 2 with Blk/BrkTkl, then the rest Blk/Grd or Blk/MB. Then maybe for their 3rd or 4th skill (yeah right!!) the rest can take BrkTkl.
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What would the first (assuming normal) skill on a Skink be? They can only take agility skills. I would like Sure Hands on one little lizard, but that needs a 'double' skill roll.
sidestep or surefeet. First is really useful if you get doubles on next roll and allows you to run near the crowd; the second makes faster runners, on second roll choose sprint.
Sure Feet for the obvious reasons. Same goes for Side Step. Catch, though, is an exellent Skink choice because of how much less difficult handoffs will be. Handoffs are what often (for me) end up being the beginning of a touchdown run.
Pantera wrote:What would the first (assuming normal) skill on a Skink be? They can only take agility skills. I would like Sure Hands on one little lizard, but that needs a 'double' skill roll.
For me Catch, with a couple a sure feet(to run as gaurdians)
2 in th backfield with diving tackle is very nice.
Catch gives you hand off possiabilities and a big switch of direction on your plays.
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For me, when i have large numbers of one type of player on a team, i put everything i can skillwise out there. Start with a couple of catch and sidestep. On doubles put out a couple of block and a couple of pass or sure hands.
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But pray for AG +1 on a skink 2+ unmodified dodges re rolled
Except if your oppo has diving tackle,prehensile tail,Tackle
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The reason I go for break tackle is to have a mobile defence. A mobile Saurus with block, is better than a static one with piling on. Skills like piling on, mighty blow are very tempting with st4 players, but a luxury item. Lizardmen are capable of being a consistently good team. They have access to the full range of skills, have the highest no. of st4 starting players and are fast. I think someone else is talking hogwash personally.
Laters DD.
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As Lizardmen gets 6 Saurus, I think its possible to have both worlds. Two with break tackle and strip ball on one. Other 4 are more stationary and gets hitskills. But it will take them a while to get there, haha. I remember trying to get skills on those pesky Black Orc Blockers. It takes forever unless a lucky MVP hits them.
I think you should have more than 2 mobile Saurus. Maybe just 2 blockers with the Krox on the front line, and the rest free. I know some of you guys don't like the Krox, but I think he is pretty damn useful in the team. DD.
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I wouldn't put any big guy on the front line.. By doing so, you'll almost guarantee that he will be standing there for the entire drive. I place my big guys in the back. This gives them mobility and I can use the extra strength to stop the TD instead of slugging it out with a zombie...