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Post by comfort_eagle on Sept 6, 2017 1:35:33 GMT
Hello IP community,
Just wondering if you could weigh in on some possible short-term options for developing the core of big lizards into mid-level tv. Here are the sauri and krox currently:
3 saurus with just block (one of these just levelled and rolled normal - I have to decide what to do with him) 1 saurus with block, +str 1 saurus with wrestle, tackle 1 saurus with block, dodge, break tackle, stand firm 1 krox with break tackle
+ a handful of pesky skinks, but lets leave them aside for the purposes of this discussion.
I know there are some advocates of developing all of the sauri in more or less the same way (block, guard, break tackle), while others would build specialist sauri (killers, surfers, sackers). Am wondering if you could take a moment to analyse my boys and tell me where you'd take them.
For example, I am aware that I am short on guard atm, and could also use some more break tackle, but which should I prioritise first? I also don't have any hard hitters other than the krox... should I consider getting another mighty blow piece a priority? What about frenzy?
thanks in advance for your thoughts, comfort
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Post by weresquid on Sept 6, 2017 8:24:33 GMT
I havent played much lizard, but ive been pushed around by them for years in our tt league so i know what works against me.
Some guard is nice, but you dont need as much as many other teams. Put it on the block guys and the krox, should be more than enough.
The wrackle saurus should probably also get break tackle, being the excellent sacker that he is.
The super dodgy one i would give frenzy. Hes very mobile and has stand firm to protect him on the sideline, hed be a great surfing threat and secondary sacker.
The +st saurus id make the heavy hitter. MB, tackle, PO. Screw break tackle, you have enough and this guy should be able to punch out almost everyone standing next to him. If you really want to move him just use the blitz.
So 3x support saurus, 1 killer saurus, 1 sacker saurus and 1 surfer saurus.
Also, all of these should take +st, none should take +ag and the break tackle ones should consider +ma.
If anyone levels above this just tack guard or MB on top of what i listed.
Ofc all this will take a long time, but youll probably lose a player or two long before you've developed them all.
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Post by tector on Sept 6, 2017 10:45:31 GMT
Definetely Guard before Break Tackle. I usually build first 3-4 sauri as a general support guys, i.e. Block, Guard, MB/Tackle, Stand Firm/Grab. Next saurus after that gets MB and Frenzy to kill/surf stuff. Break Tackle Wrestle Tackle saurus is very tempting, but I'd usually take him only if a saurus died on a very developed team. In a perfect world I would not take MB at all, but you need it to deal with Chaos and Nurgle.
Considering your team: Guard on the saurus that leveled. Stand Firm on +str saurus, followed by Guard and Grab. BT on Wrestle Tackle one, obviously. Not sure after that, because he obviously doesn't need Strip Ball. Perhaps Grab, since he is going to be blitzing Side Steppers quite often. Gives you a control over where the ball lands. Grab and Guard on the Stand Firm guy. Frenzy is nice, but at the moment you have a blodge stand firm st4 player, I'd say you want to mark your opponents with him more often than not, Grab helps with that. Guard, Stand Firm and Grab on the Krox. I'd take MB on the next two block Sauri, one would become boring Block MB Guard support, another one would take Frenzy and PO and becomes a killer.
I would never make a st5 guy a killer, since he doesn't use his +st when he is lying on the ground after PO. And realistically st4 is more than enough to knock down most of the players anyway.
I also don't think you really need a lot of Break Tackle, since you have a very easy access to Diving Tackle on your skinks. You don't have to dodge and blitz a ball carrier if you can just pin them down with a couple of skinks. Just get a Saurus free, tag the ball carrier with a bunch of DT, blitz next turn with a saurus.
P.S. There is also something to be said about Fend. It's a great skill and it acts a little bit as Break Tackle while giving you a protection from nasty Claw MB PO blitzers. Kick is also a decent choice, probably on your sacker, since he doesn't really need anything beyond BT Wrestle Tackle and he'll always start a drive in a place where he can use the skill.
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Post by comfort_eagle on Sept 6, 2017 12:35:07 GMT
Thanks for your thoughts tector and weresquid Seems like guard next is the way to go in the short term Wondering if the other lizzie coaches were interested in providing their 2 cents, or endorsing the advice already given. Where's parrigan off to now?
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Post by comfort_eagle on Sept 6, 2017 12:58:19 GMT
I also don't think you really need a lot of Break Tackle, since you have a very easy access to Diving Tackle on your skinks. You don't have to dodge and blitz a ball carrier if you can just pin them down with a couple of skinks. Just get a Saurus free, tag the ball carrier with a bunch of DT, blitz next turn with a saurus. I think the rationale for break tackle on non-sacker saurus is to prevent getting tied up, and give options (albeit dice rolls involved) to re-position a cage/screen laterally or otherwise. Break tackle and stand firm is staple for pitch control style, from what I've read... I don't have much experience with grab tbh. How much grab is enough?
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Post by parrigan on Sept 6, 2017 14:00:07 GMT
It seems I've been summoned. Been a while since I've played lizards, but here's what I remember about why I built the original Bananas the way I did: My saurii were strictly cookie-cutter with some combination of block/guard/MB/tackle/BT. But I also had a st6 krox, a superstar skink, and Rama (the ultra-mega-superstar skink), so I could get away with the boring build on my saurii. That team was fighting away in BB1 Iron and Immortal, which meant tons of claw all the time. For that reason I had tons of guard, so I could overpower the kill teams and minimize the number of 2d hits I was allowing. I also like MB early on saurii because it speeds up their development just a bit, and generally I plan to take MB on them eventually anyway. (Taking MB early wasn't terribly successful on my BB2 Bananas, though.) BT was a big deal, and ask my chaos team in Silver how easy it is to survive without much tackle... That said, I've recently decided frenzy/juggs is an amazing combo to have, and SF goes right in line with that. I would probably never take a double on a saurus (unless late in development, maybe). Dodge is a luxury, and they need too many skills IMO to be effective. In the end, I really think it's about personal tactics, play style, and the composition of the league. So take what I say for what it's worth.
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