Normal: Stand Firm, Break Tackle / Grab, GuardĪs the Lizardman team already has a lot of high strength players there isn’t really the need to take Guard as early as you might on other Big Guys. Stand Firm makes the best use of their Prehensile Tail as he can’t be pushed away from players you mark, this can really tie up a lot of opposing players. Break Tackle is probably the best next skill as it will allow you to move him to tie up the most players and keep him where the action is. Grab is also a nice choice as you can keep anyone you block next to him. Guard obviously has some use later on, especially in a bash heavy environment.įor double rolls Block is probably best, without it they are easier to knock over, which negates any advantage Stand Firm provided in keeping opponents in their tackle zone. Pro is the other choice as it will mean less losses of the tackle zone from going Bonehead. Often it can be sensible to not Block with him if you get him in a rather advantageous position as losing his tackle zone at that time would be a disaster. Doubles: Pro / Diving Tackle, Block / Dodge.Normal: Break Tackle, Stand Firm, Grab, Guard.+ST is great as blocking him becomes even harder and you could consider +AV though I think I would prefer to take a skill instead. This is a less common build but can be really nasty for agility teams and is of use vs bash ones as well. You need Break Tackle first so you can get next to any receivers you want to mark up and then follow it up with Stand Firm. Agility teams typically have lower lower strength so will have more problems with being able to block you to get a push away, hence Break Tackle first. Grab for the reasons mentioned above and Guard can help if you end up needing to blitz with a Skink and can still mark two or more players at the same time.ĭouble rolls are the biggest difference, Pro is perhaps better than Block as you can use it for not only Bonehead but Break Tackle as well. Or if you want to be really nasty take Diving Tackle, combined with Prehensile Tail players will have -3 to dodge rolls to get away. Elves with Dodge (or a reroll) still get away at just over 50% of the time but it isn’t something they will like to attempt and that causes more than enough turnovers in my book. If you can cover the nearby routes that they would use to dodge out with Skinks as well then they are pretty much stuck there. If you keep rolling doubles then you can get Block to let you hit them (useful against bashing teams as well), or Dodge to help with Break Tackle rolls and also keeping them on their feet more. You may decide to skip +ST in favour of the double roll and +MV may be handy to cover more of the pitch or again go for a normal skill. There are 2 unique graphics in the mod, 1 for the Party Crate and 1 for every other crate.Kroxigors are fantastic players if you manage their Bonehead well and you can really surprise some teams if you go the Diving Tackle route. Vaccable Crates is the simples mod out of the 3, allowing you to vac up crates. Lucky Plorts adds a feature where if a Lucky Slime eats a Stony Hen, the Lucky Slime will not get launched up into the air, and will make 2 Lucky Plorts. Shadow Slimes are a red-black vertical gradient, but watch out, because they hurt on touch, and they can grow up to 3x their size upon being agitated! Shadow Slimes eat hens, and have no favorite food. The Shadow Slime is formed by leaving a Phosphor Rad Largo out in the sunlight, or, leaving a Phosphor Rad Largo to bake in the sun, which ever one you like to use. Shadow Slimes adds a new slime type the Shadow Slime. This section will go over all 3 of these mods. All 3 of these mods were published recently (as of 12/31/20).
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