Welcome, Unregistered. You last visited: Today at 02:13 PM

User Information
Your Avatar
Register
Lost Password Recovery Form
Sponsors

Get great Fantasy Football Miniatures from Impact, Gaspez Arts & Greebo Miniatures.

Comixininos / Mano di Porco: Your Fantasy Football Online Store. Minis, pitches, block dice... we've got them all!!!


Go Back   Blood Bowl Tactics Forum > Blood Bowl Tactics and Strategy Forum > NAF Resurrection Tournament Tactics

Underworld - 1.1 million Underworld roster and skills help please :)

Reply
 
LinkBack Thread Tools Display Modes

  #1  
Old 12th July 2011, 08:43 PM
Member
Join Date: Aug 2010
Posts: 61
greymurphy42's Flag is: England
Default 1.1 million Underworld roster and skills help please :)
As I'm having a blast with my Underworld team in the MBBL PbeM league, I thought I'd try them out at the BBOING tourney in Norwich at the end of September. The only inducements available will be the chef for halflings and bribes for goblins, and all teams must start with FF 0.

You can then give 6 skills to help your team on the way, 2 of which can be doubles, and after the first day you get 100k worth of improvements for your team, which can be spent however you like, however stacking isn't allowed (You can only give 1 of each stat boost too)

Lineup A: -

Warpstone Troll
Skaven Blitzer *2
Skaven Thrower *2
Skaven Lineman *2
Underworld Goblin *9
Reroll *3

Lineup B: -

Warpstone Troll
Skaven Blitzer *2
Skaven Thrower *2
Skaven Lineman *2
Underworld Goblin *7
Reroll *3
Apothecary
30k for Cheerleaders/Coaches

Skills?

I figure that priority goes to Skaven and Troll for day 1 skills
Block or Claw for the troll? Obviously block makes him reliable, but claw makes him scary!
2* Wrestle for the linemen should help with the no doubt numerous blodgers that will be out there...
Stormvermin? Guard/Mighty Blow/Claw/Piling On/Dodge. Obviously if I block the troll I could give a claw to one of the stormvermin
Extra arms for a thrower would give me a very reliable pick up. Of course I could always go for kick or leader or block or guard...

Day 2 skills I guess a smattering of mutations for the goblins...2 heads for a couple, extra arms, maybe a couple of dirty players....so much to think about!

Any thoughts/ideas/comments etc would be greatly appreciated

Thanks in advance

G
Reply With Quote
  #2  
Old 12th July 2011, 10:52 PM
Super Moderator
Join Date: May 2011
Posts: 2,282
Nikolai II's Flag is: Sweden
Default
Guard for the troll, to make him useful even unactivated? Or frenzy on the troll, to crowd-push?

Strip ball on one blitzer and claw on the other? Guard on a lineman and wrestle on the other? Block on thrower sounds sensible.

Can you stack the 100k to add a skill to someone skilled the first day, or do you need to go all out new? If the latter then it might make sense to skip skilling some just to boost them the second day?

Else a two-headed goblin, a +ag thrower, a diving tackle goblin and a side-step one?
Reply With Quote
  #3  
Old 13th July 2011, 07:42 AM
Doover's Avatar
Senior Member
Join Date: Dec 2010
Posts: 157
Doover's Flag is: Germany
Default
Tentacles for the Troll could also be nice.
Reply With Quote
  #4  
Old 13th July 2011, 09:33 AM
Member
Join Date: Aug 2010
Posts: 61
greymurphy42's Flag is: England
Default
Thanks for the replies...even ifyou have given me more skills to think about http://bbtactics.com/forums/images/smilies/smile.gif

The 100k worth of improvements all have to be on new people, I like the idea of +AG on a thrower. It's only stat bumps that are limited to one of each, skills can be duplicated as many times as you like.

I don't like the idea of frenzy on the troll, I don't think he's fast enough to make best use of it. The more I think about it, the more I'm convinced that block is the way to go on him. At my last tournament I was happy to throw -2D blocks with my human blitzers on my opponents big guys, and I don't think I got turned over on any of them.

Thanks

G
Reply With Quote
  #5  
Old 15th July 2011, 11:59 AM
Grumbledook's Avatar
Member
Join Date: Sep 2009
Posts: 99
Default
I've not seen this on the NAF site, looks like an interesting set up and could work quite well for underworld

Can you save any of the initial 1.1 to spend on day 2, or spend any of that on skills from the outset?

while 16 players can be handy I'm not sure you need that many and I would prefer the second lineup, though if you can spend that 30k on skills or save it that may be better, a bribe could also be considered

I would 100% give the troll block though, makes him a more reliable hitter and you want to get that mighty blow into play, frenzy would be a disaster, they aren't mobile, have loner, and can't move very far

I'm not convinced on the value of taking claw on a blitzer, guard on one or perhaps both could be good, tackle is worth considering, frenzy could also work though you may get in trouble against stronger teams or anyone with more guard

wrestle or strip ball on a goblin could cause problems

if you are going to spend 40k on agility then putting it on a goblin means they can dodge anywhere on a 2+ (bar prehensile tail etc) and would also be useful for throw team mate one turn attempts (can catch it easier and land easier)

while it would be nice to have it on a thrower, extra arms is a fair alternative if you want it on the goblin

it generally sounds like you are on the right lines though, if you spend the extra 100k on skills you are going to have 11 on the team (maybe more if you can save or spend that 30k on them), so perhaps sure feet on one gobbo could also be nice, mainly for one turning so may be worth keeping him on the bench but it could be useful on the pitch generally on occasion too
Reply With Quote
  #6  
Old 26th July 2011, 09:33 PM
Member
Join Date: Aug 2010
Posts: 61
greymurphy42's Flag is: England
Default
I had a practice match the other day with the second roster against my brother's Dark Elves and came out with a 1-1 draw. I gave the troll block, the blitzers guard, the linemen wrestle and extra arms to one of the throwers. He had 2 witches, 4 blitzers, a runner, and assassin and 3 linemen. He gave block to the witches, guard to two of his blitzers, jump up to the assassin and leader to the runner.

He spent most of the first half stalling next to my endzone, while my team decided to fail 3+ with reroll dodges all half! The troll did take out a couple of players, whilst he wasn't able to get through my armour. I almost made the 1TTD to make it level at half time, but the goblin fluffed the landing, with a reroll earned by my cheerleaders.

Second half, I scored on my turn 4 and he was down to 7 elves, whilst I was still able to field a full team, which meant I was able to pressure his ball carrier, including a goblin TZ on the carrier, which forced him to try passing the ball, which a goblin intercepted. This turned into a bit of a scrum in the middle of his half, and due to me blocking the wrong way, it left me needing to dodge away to score the winner, which of course I failed.

I felt the skill selection worked well, and wrestle on the linemen worked well, and I was a lot more confident in blocking with them, and the extra arms helped me pick up the ball in the big scrum towards the end.
Reply With Quote
  #7  
Old 27th July 2011, 12:22 PM
Grumbledook's Avatar
Member
Join Date: Sep 2009
Posts: 99
Default
sounds good, those are fairly standard skill choices for underworld

with regards to him camping out by your end zone, try to keep your team goal side of his team and keep one or two players a few squares back, if they can't get around you this really makes it harder

so also be careful about running too many players behind his team after a ball carrier sitting deep
Reply With Quote
  #8  
Old 20th August 2011, 12:54 AM
Member
Join Date: Aug 2010
Posts: 61
greymurphy42's Flag is: England
Default
A little update...

Had another game this evening against Andy's Skaven and won 4-2. I kept the same selection as before, and he took a Rat Ogre, 4 Gutters, 2 Stormvermin, 5 Linerats and a Thrower. He put block on the rat ogre and 3 gutters, accurate on the thrower and kick on a linerat.

Obviously a much better match for me, but I was also happier with my performance, especially compared to the first half from my last game.

Just need to get painting now
Reply With Quote
  #9  
Old 20th August 2011, 08:32 AM
coachman's Avatar
Senior Member
Join Date: Mar 2010
Posts: 957
coachman's Flag is: England
Default
I would want a goblin with horns for busting cages and an agi 4 gobo for mobikity and receiving. While we are talking horns it would also go nicely on a blitzer
__________________
In J-Bizzle we trust.
Original G.
Reply With Quote
  #10  
Old 21st August 2011, 12:29 AM
Member
Join Date: Aug 2010
Posts: 61
greymurphy42's Flag is: England
Default
I'm pretty sure I'm going to take an ag 4 goblin for day 2, and I'm considering block on the other thrower, horns on a goblin, and maybe big hand on another goblin. Other considerations could be sure feet, sprint, 2 heads, or maybe even claw.
Reply With Quote
Reply

Go Back   Blood Bowl Tactics Forum > Blood Bowl Tactics and Strategy Forum > NAF Resurrection Tournament Tactics
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT +1. The time now is 02:13 PM.


Powered by vBulletin®
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.5.2