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Sweet-Zombie-Jesus



Joined: Aug 30, 2008

Post   Posted: May 09, 2010 - 13:19 Reply with quote Back to top

While the new client is going well, I realise it's not quite finished. However, I made my First D5 team and I am already itching to see what everyone else might have done with them. So here I go (If this topic gets some good Ideas I might FAQ it)

Underworld Tactics and Strategies:

Starting Roster:
My starting Roster consisted of A Troll, 2 Skaven Blitzers, 2 Skaven Linemen, 1 Skaven thrower, and 6 Goblins. This left me room for 3 Re-Rolls and 9 Fan-factor. It soaked up all of my money and my first thought after that was, perhaps An Apoth would have been a good choice? As I see it here are the Pros and Cons of my List.

Pros:
I have 12 players right off the bat, with most of them being very easy to injure it's always good to have spares.
Having almost all the Skaven gave me a more flexible style of play.
3 Re-Rolls is always a plus.
9 Fan-Factor helps with high player turnover

Cons:
No Apoth, with 6 Stunties and 9 AV7 players, that probably wasn't a good choice.
Having 1 Skaven Thrower, Most people hated them before (mainly because they had runners)
On the flip side, If I had two Skaven throwers, that could have boosted the S3 access?
I have 5 Gobbos on the field, they aren't notoriously good players
Turns out I probably didn't need 3 Re-Rolls, that extra 70k could have foen somewhere else (Apoth maybe)
9 Fan-factor gave me a massive 30k in winnings in my first game Laughing

What say you FUMBBL? How was my starting roster? What would you have done?

Development:
While I only have one skill choice at the moment, (That will probably be block, or something boring like that) the access to Mutations gives me a nice array of what I could do.

Trolls: Skills that lay down the hurt are always welcome, but Tentacles, Prehensile Tail, Disturbing Presence or even Foul Appearance would be great choices?

Gobbos: Horns comes up as a good choice for a nifty blitzer, then comes Two heads for a great dodger, Extra Arms for catching (or even just picking it up) and Big hands for making him the ultimate in picking up on enemy mistakes.

Blitzers: Can take the obvious Claw, Horns and even foul appearance.

Linemen: Can literally choose anything to let you have a specialised player.

Throwers: Mainly passing skills and utility skills (Along with big hand)

Any other Ideas people? Anything I am horribly mistaken on?

Player usage:

My first Troll experience told me that Trolls do what Trolls do best, but if you manage to get one near a ball carrier with Tentacles you could have some serious fun, or perhaps using him to stop passes with the Disturbing Presence Mutation?

Gobbos: I admit, I mainly used these little guys for assists for my Skaven, one of them managed to catch a ball (in spite of animosity) and score a TD. Perhaps in the later game, if any survive, they could be used as an excellent way to pounce on mistakes, or as potential Blitzers. I'm not experienced in the Goblin-esqu however.

Linemen: Never saw the line, as far as I can tell, these are perhaps more suited to being positionals, with one or two skill ups they could become very helpful. Or you could give them Block and Fend-Wrestle and make them your squishy fodder.

Thrower: Self explanatory, perhaps the person who gets the least use of mutations as a normal skill. I would advise using these guys for throwing the ball Very Happy

Blitzers: I used these mainly as blockers (I was having fun Trolling the Froggies) but with Horns and Strip Ball you could use these for attacking ball carriers or perhaps make them the offensive super weapons with Claw, PO and mighty blow.

Any other coaches ideas?

[Finished now]

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Last edited by Sweet-Zombie-Jesus on May 09, 2010 - 13:34; edited 1 time in total
gjopie



Joined: Oct 27, 2009

Post   Posted: May 09, 2010 - 13:26 Reply with quote Back to top

9FF is too high in my opinion. Fan factor is way less important in LRB6, so you'd be better off with FF4 and an apothecary, or even FF0 and an apothecary and an extra goblin! Otherwise, looks good.

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ultwe



Joined: Dec 25, 2004

Post   Posted: May 09, 2010 - 13:32 Reply with quote Back to top

gjopie wrote:
9FF is too high in my opinion. Fan factor is way less important in LRB6, so you'd be better off with FF4 and an apothecary, or even FF0 and an apothecary and an extra goblin! Otherwise, looks good.


What he says ^^

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Shraaaag



Joined: Feb 15, 2004

Post   Posted: May 09, 2010 - 14:01 Reply with quote Back to top

Let me get this right. Underworld is like Skaven, except they switched the rat ogre for a troll, and gutter runners for mutating goblins. And the goblins and skavens don't work well together (animosity)?

I guess the Rat Ogre to Troll is somewhat of an upgrade, unsure if the goblins will be able to fill the Gutter Runner's boots, but I'm willing to give it a try. Mutating stunty players are definitely one of my favorites Smile

I will have to see them in action, or try them out before I can comment on your strategy though.

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asharak



Joined: Nov 27, 2007

Post   Posted: May 09, 2010 - 14:14 Reply with quote Back to top

gobbos with two heads and big hand would certainly be fun for capitalising on mistakes. Though, getting gobbos to two skills on such a squishy team may be tougher than it looks...

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Ancre



Joined: Aug 17, 2009

Post   Posted: May 09, 2010 - 14:22 Reply with quote Back to top

Mutated goblins looks so much fun. Two heads + Horns means a 2+ dodge (with the dodge skill) inside a cage, and a 1d block on the ball carrier. Two heads and big hand means you can go grab that ball no matter how many tackle zones your opponent put, and then dodge away and hand it off to someone else.

Overall it looks like you can have a group of really good blitzers and that you dodge better than elves. They probably need a few skills to work their best though.
benjysmyth



Joined: Jun 27, 2008

Post   Posted: May 09, 2010 - 15:31 Reply with quote Back to top

ultwe wrote:
gjopie wrote:
9FF is too high in my opinion. Fan factor is way less important in LRB6, so you'd be better off with FF4 and an apothecary, or even FF0 and an apothecary and an extra goblin! Otherwise, looks good.


What he says ^^


Thinking more long-term, I would even use that 90k to go for a 4th RR, take 0 FF (it will go up as long as you win and has little effect on winnings anymore), then bank 20k.

That means you should be able to buy an apo after your first game. More importantly, you are no longer trying to save up 140k for your 4th RR, which will a) be difficult with such a squishy team, and b) you will definitely need a.s.a.p. due to animosity (don't forget, the new client doesn't have it implemented yet so you are currently playing with an advantage that will be gone in future).

As far as skill choices go, I think leader on a thrower would be a good one, due to the aforementioned RR situation.

And whilst it might be tempting to take claw with your troll's first skill and start bashing with claw/mb, I think tentacles and then stand firm would be the optimal choice. You don't need to take the risk of activating your troll, and Underworld are fast (skaven) and dodgy (gobbos), so sticking a couple of opposition players in place for a turn or two could be enough to create a solid field position and create a numbers advantage to do a bit of bashing/fouling.

Of course, I have so far made 4 Underworld teams with the new client and had to retire them all after their first game, so it probably isn't the best idea to follow any of this theorising!
dynamo380



Joined: Apr 05, 2009

Post   Posted: May 09, 2010 - 16:38 Reply with quote Back to top

Sweet-Zombie-Jesus wrote:

Starting Roster:
My starting Roster consisted of A Troll, 2 Skaven Blitzers, 2 Skaven Linemen, 1 Skaven thrower, and 6 Goblins. This left me room for 3 Re-Rolls and 9 Fan-factor.


Thats the roster i went with except i had an apo instead of the 9ff.
Catalyst32



Joined: Jul 14, 2008

Post   Posted: May 09, 2010 - 18:03 Reply with quote Back to top

Having just played against an Underworld team I believe they make the regular Skaven lineup look slow and easy to beat. You cannot Dodge away Skaven Linemen to play the no contact game with regular success in the way you can Goblins. If you can't hit them... you can't hurt them.

The Goblins also make for very apt substitutes for Gutter Runners. They aren't as fast but they are more mobile (stunty is a hell of a skill) and more numerous. 2 Turning with Underworld is as easy with Underworld as it ever was with Skaven.

Defensively it will take Underworld a few skills to effectively break cages but with any other offensive attack they can create havoc out of the box. The Goblins can dodge straight through your screens to mark the Ball and then a Skaven charges up for the 2 dice Blitz!

This roster is a huge step up from the Goblins you are used to and I am not convinced they are a step down from Skaven. Underworld at lower TR's may be better than Skaven and if handled right could be a solid team at various TR's.

I suggest Maxing out on RR's early because you will need them.
Starting with the Troll, both Blitzers and at least 1 Thrower.
Don't underestimate this squad.
Catalyst32



Joined: Jul 14, 2008

Post   Posted: May 20, 2010 - 03:47 Reply with quote Back to top

Does anybody have any thoughts on how you would advance your players as they skill?

With Mutations available on a regular roll I find myself wondering which direction to go with the Troll and the Skaven. The Gobbos seem a bit easier to figure out to me but I would be open to suggestions.

The Gobbos can still be effective using some combo of the Side Step and Diving Tackle combo. But there are so many more good choices now with Leap and Very Long Legs, Horns and Claw, Big Hand, Two Heads, Foul Appearance, Sneaky Git and others.

On a typical Skaven team I generally would build the Blitzers with Guard and Mighty Blow to utilize their Strength access. Claw can be a key skill to add along this line of thinking and Tackle is often important for them to handle their roles. But what else might you use these guys for? How else would you skill them? And what order would you take these skills?

The Skaven Linemen are surely more than fodder on this team. Having only 2 of them makes them more of a positional. Choosing from General skills and Mutations on a regular roll opens up quite a few options. They are obviously able to take Dirty Player but with the risk of losing them to the Ref's whistle it seems like a waste and fouling seems like it would be a Goblins job.

What would you do with them? I am leaning towards Block and Strip Ball or Claw or Tackle or Kick or Fend as a 2nd skill. But again there are so many nice options and combos that choosing is a bit difficult.

Should the Throwers be skilled as Throwers? Accurate, Safe Throw etc... You could develop some nice Catchers among your Gobbos with Catch and Extra Arms. But with their ST3 I feel like Block is very important for these guys to have for the good of the team.

As for the Troll... should you still start with Guard like you would with most Big Guys? Giving him Tentacles to tie down some players like a Beast of Nurgle would seems like the way to go to help protect his fragile teammates. What about starting with Claw to stack with MB and make him a killing machine? Any thoughts here?
Lerysh



Joined: Apr 21, 2010

Post   Posted: May 20, 2010 - 04:02 Reply with quote Back to top

The Warpstone troll should take Tentacles first and then probably Guard. You need him to stick to as many players as possible to save your goblins from the inevitable beatdowns.

Both Skaven Blitzers should get Claw then Mighty Blow then Piling On and rid the field of bodies. Jump Up on a dobules roll.

Throwers are easy, Accurate first then block, possibly third arm if he gets level 3 with no dobules or take Strong Arm. Block is good only if your thrower is getting blitzed often, in which case I think something is wrong with your overall plan. You have blitzers and linemen for Block.
Ancre



Joined: Aug 17, 2009

Post   Posted: May 20, 2010 - 10:22 Reply with quote Back to top

Linerats can also get wrestle+tackle (+strip ball ? ) to make another sort of blitzer. I'm not sure about the viability of a passing play on the Underworld team due to the need of skills to do this well and the Animosity rules (normal skaven are probably much better for this imo) ; but you can turn them into catchers with block and extra arms. You can also turn them into runners with sure hands and block and add extra arms for dump-off plays with the goblins.

I don't like leap + very long legs on a gobbo, since they always dodge on a 3+ with a built-in reroll anyways. I'd rather give them two heads for 2+ dodges all around the field. I'd probably give them all or most of them two heads and develop from there, giving one big hand, one horns+claw (strip ball on a double) especially if he rolls +ST. Foul appearance is nice for los fodder. And side step and diving tackle are very useful as usual.

Edit : Agreed on the troll. Claw/piling on/skills that hurt are tempting, but from a team perspective, you really want tentacles + standfirm + guard. That way he won't have to roll many "really stupid" rolls, and he will help the rest of the team, who will be happy not to be blocked as much.

There are so many ways to develop that team ! But fear not with av7 and stunty all around you'll never get many skills anyways, they're all gonna die ! Laughing
benjysmyth



Joined: Jun 27, 2008

Post   Posted: May 20, 2010 - 11:18 Reply with quote Back to top

Ancre wrote:
There are so many ways to develop that team ! But fear not with av7 and stunty all around you'll never get many skills anyways, they're all gonna die ! Laughing


QFT!
Sweet-Zombie-Jesus



Joined: Aug 30, 2008

Post   Posted: May 20, 2010 - 11:50 Reply with quote Back to top

My troll took Tentacles first, mainly because I love the skill, but the ability to have someone tying up opposition players in the middle of the pitch with what is quite a fast team (Mv 6-7 all round isn't great, but I see these guys more as trying to hit the end-zone before they get hit themselves) Is a major advantage.

My Skaven Blitzers (Keep wanting to call them Stormvermin) will be skilled up with the purpose of hurting people, I might get one with horns/claw for a proper Blitzer, but a Claw/PO/MB could really start to clear the pitch.

I like throwers, and will probably skill them up as normal throwers, but I think I might use one of the linemen as a dedicated catcher as the lack of animosity could be useful. For the other one, perhaps Ancre's Wrestle/Tackle could also be a good idea.

I haven't gotten a game in a while though, I need to get enough money for an Apoth quickly!

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clarkin



Joined: Oct 15, 2007

Post   Posted: May 20, 2010 - 12:14 Reply with quote Back to top

your underworld team has 100k in the bank, buy the apo now Surprised

One thing about the throwers, I field both in offense and defense and so won't be taking any pure throwing skills like accurate. Block, leader, extra arms, big hand, etc I think are more useful.
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