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DrDiscoStu
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Archive

2017

2017-08-17 02:50:45
rating 5.3
2017-07-24 15:31:27
rating 6
2017-07-22 15:12:12
rating 6
2017-04-12 08:20:20
rating 6

2016

2016-12-15 12:47:35
rating 6
2016-11-07 03:40:48
rating 4.9
2016-11-06 04:54:25
rating 4.3
2016-11-03 12:14:13
rating 6
2016-10-29 00:42:15
rating 3.5
2016-09-25 14:58:21
rating 5.2
2016-06-25 14:42:09
rating 3.5
2016-06-09 11:58:35
rating 3.5
2016-06-09 07:15:19
rating 4.8
2016-06-03 10:02:39
rating 5.8
2016-06-02 03:22:15
rating 3.5
2016-06-01 02:34:33
rating 4.2
2016-05-24 15:27:16
rating 4.5

2009

2009-10-17 12:52:12
rating 5

2008

2008-02-03 09:39:41
rating 5.2

2007

2007-08-25 05:31:00
rating 4.3
2007-08-24 10:39:41
rating 4.6
2007-08-23 14:03:13
rating 4.6
2007-08-22 17:59:47
rating 4.8
2007-08-21 04:08:01
rating 4.6
2007-08-20 07:26:10
rating 5
2007-08-19 06:03:23
rating 4.7
2007-08-20 07:26:10
63 votes, rating 5
To Skill a Saurus
When it comes to skilling sauruses, taking BLOCK as a first skill is a no brainer. I've heard some people say mighy blow is better because it rushes their skill progression along, but I don't subscribe to this theory. Block is what makes them useful.

After that there are two types of Saurus - Blockers and Blitzers. This depends on what second skill you take:
- Blockers take GUARD
- Blitzers take BREAK TACKLE.

For a third skill Blitzers should take TACKLE. For blockers it is more open - MIGHTY BLOW is best, tackle is good, and break tackle isn't too bad.

Having two blockers with block/guard and two blitzers with block/break tackle and at least one saurus with tackle marks the true beginning for a lizardman team.

Sauruses are excellent players but REALLY need some skills to be effective

On doubles?
Most people give blockers stand firm and blitzers dodge - this is backwards. DODGE allows blockers to avoid getting knocked down on the Line of Scrim, while STAND FIRM lets you blitz near the sideline without worrying about being crowd-surfed.

However, if you take dodge for blitzers, it is fair enough. But always take dodge for bockers - standfirm just isn't worth it for them.

That being said the first double you get (especially for a blitzer) should be FRENZY. Having ONE frenzier on your team means your opponent has to change his plan and stay away from the sidelines. Frenzier's love Break Tackle so they can crowd-surf people from anywhere. I'd even consider having two in a side. If you get another double on your frenzier Stand Firm is a no brainer - if you are going to use those side lines it allows you not to worry about vengence!

So if you have 6 players with, say:
Block, Break Tackle
Block, Break Tackle, Tackle
Block, Guard, Mighty Blow
Block, Guard, Tackle
Block, Frenzy
Block

Your team is looking super.

Once you start getting fourth skills (lucky you) things start opening up. I played an Orc team that took diving tackle as doubles for his black orcs and I had an epiphany: start taking SHADOWING for saurus. No need to waste a double on it, everyone wants to run away from them, and MV6 makes it quite effective. To experiment, I gave two out: one on a standard blocker and one on a standard blitzer:

Block, Tackle, Break Tackle, Shadowing
Block, Guard, Mighty Blow, Shadowing

I actually thought it would work best on a blocker, but it definitely goes the best on the blitzer. You can move anywhere with Break Tackle. If you try an important blitz and can't get them down, shadowing makes it harder for them to get away from you. Combined with Tackle also adds to its effectiveness.

It isn't a waste on the blocker - but I think there are better fourth skills. Tackle definitely, or even Break Tackle... or pro:

Great fourth skill - PRO. On either blockers or blitzers it is useful when rerolling blocking dice when you only pushed them back. Not important enough to use a team reroll, but unsuccessfull enough to try pro. Really adds to how tough your sauraii are.

At the moment my 6 sauraii in my main lizard team looks like

Block, Break Tackle, Tackle, Shadowing, Pro
Block, Break Tackle, Tackle
Block, Guard, Mighty Blow, Shadowing
Block, Guard, Tackle
Block, Frenzy, Stand Firm
Block

I think I will take mighty blow next for saurus 6 to speed him up with the others. Unless I lose a guarder or a break tackler, then I will train him up to take their place.



Some final thoughts:
- Don't feel like if you roll a double you have to take it. If you're missing something (e.g. no BT, no tackle) go for it. I know this sounds crazy but Sauraii don't benefit from doubles as much as other players. I know it's hard, I rarely live by my own advice.

- Always take +ST, duh.

- +MV are GREAT for blitzers, but aren't for blockers. If you already have block/guard then maybe, maybe take it, but any more or less skills I would stick with a standard skill. Especially if you roll a double 5.

- +AG I don't like. Some people do. Having a +ag Block, Break Tackle, Dodge guy is awesome... but they will hog spp's, still be unreliable, and just not worth it. So unless you get it on a blitzer with 3 or 4 skills already (especially if one is stand firm or dodge), I strongly recommend against taking it.

- Try not to let a few saurus run away with SPP's, especially when some don't even have block. Easier said than done.

- Shape your team to suit your style. If you love to smash other teams, take an extra guard and some more mighty blow. Be careful though - one thing Lizardmen are is versatile so if you have 5 guarders or something you are being forced to smash your opponent, and if you are playing khemri or ogre this is NOT a good thing.

- If you've played lizardmen for so long you have some skills on all and are worrying about 4th skills on a saurus I doubt you need my advice. ;)

EDIT: If you disagree or have some questions, send me a PM. I will post them next time. Also will be dicussing skinks/krox soon :)
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