[UKBBL] King Arthurs Court

20phoenix

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After months of trying to get the site to accept my username I finally managed to enter the hallowed halls of UKBBL. With a season in progress I went straight into a conference with a reincarnation of an old SSC goblin side, Tottenham Gobspur.

Finishing the season with a 2-1-2 record I was very happy with my performance but a costly screw up with petty cash meant I had no real reason to keep the team. With the announcement that UKBBL would accept CE teams I decide to jump ship for Underworld - an interesting blend of my favourite side, Skaven and the recently retired gobbos.

I went with a 13 man roster with one thrower, bonus gobbos and 3 rerolls. As I don't know a huge amount about Underworld I've decided to blog this team to get the invaluable advice of my fellow BBTactics coaches.

The season is two weeks old and i've posted the write ups I put on the UKBBL site below.

Happy reading!

Current team roster:

ImageRoster.aspx


HALL OF FAME

This is a list of brave knights that went above the call of duty in the defence of Camelot. I will add stats in for entries added after 20th October 2013.

Merlin - Thrower - Extra Arms/+AG/Block/Tackle

The first real star of the team and its record SPP scorer with 54. (after 42 games this record still stands! :eek:)

Sir Lancelot IV - Blitzer - Mighty Blow/Tackle/Guard

As anyone that has followed the blog will know I have really struggled to keep my blitzers alive. The trend continues with Lancelot IV who had been shaping up to be a crucial player within the team. He only played 14 games but racked up over a casualty a game (15) in that time despite being the backup blitzer. He died with 33SPP under his belt after having his collar bone smashed against some Orcs before the apo put him out of his misery
 
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20phoenix

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MD1 against Orcs:

Despite sacking the ball carrier multiple times in the first half I couldn't get the ball safe and conceded the opening score in turn 7. With no rerolls left my attempt to 2 turn was foiled when a block to help free the carrier came up It was an unlikely score anyway

On my drive the Underworld feinted right before a concerted drive down the left almost entirely goblin driven?! eventually made it to the line in turn 14 after having to ride out a last ditch gobbo blitz from the Orcs.

Three turns left for the Orcs to get one back. An early turnover in the turn before the ball was secured gave the Underworld a sniff of a chance. First the skaven blitzer dropped back to blitz the gobbo lurking in their half before the troll sent a gobbo flying through the air to retrieve the ball. All he had to do was ride out one hit.....

Sadly it was not to be as he was flattened and with one turn left on the clock there was still a chance at the Orcs but it would require some elfball. A handoff to a blitzer was followed by a dodge out of double coverage by a goblin to the endzone. The pass was good but the goblin fluffed the catch leaving the score at 1-1.

KAC took three injuries, 2 BH and a -AV on a blitzer

Interesting game.


And MD2 against Chaos Dwarves:

So King Arthur and his wacky court matched up against Waldorfs chaotic dwarves and roided gobbos. The underworld side were short a couple of players so a new face was brought in and Bomber Dribblesnott was induced.

Cyanide had other plans for Dribblesnott as a bug on setup meant I couldnt sub him off as I was on offence. We reset and tried again but Cyanide. I resorted to fouling with him instead but after failing his first foul his intended victim got up and injured him straight off.

First few turns of the game were cat and mouse as Merlin scampered behind double screens of goblins and rats looking for an opening. Arthur broke the neck of a blocker which was apothed to a damaged back and when a blocker found a weakness in the rear of the screen to mark up the thrower the court looked in a bad position. A block freed Merlin up and opened up some space for Merlin to break into clear air after a blitzer injured the only hobgoblin in the centre field. With a troll and a gobbo for company the court looked in good shape but reckoned without the safety Bull Centaur who made a few GFI's to knock Merlin down. A couple of blocks and a blitz later and Merlin was back up with the ball with a thin goblin screen protecting him from the other Bull Centaur. However in trying to protect Merlin from a possible dodge and blitz from inside the screen, an opening was left on the far left for the other centaur to just about make the GFIs needed to blitz Merlin down again. This time a plucky goblin knight used up the last reroll securing the ball and with half time approaching got as close as he dared while another goblin dodged into range for a handoff. However the goblin was pretty much out in the open and one block exposed him to a blitz and he too fell under chaos dwarf fist. A last ditch attempt to finish off the play failed and the teams went into half time at 0-0.

With the court leading 2-1 in casualties (Merlin getting -AV but saved by the apo) the teams lined up 11 knights v 9 dwarfs. A blitz on the kickoff gave the court a chance but with the kick going deep the only way to reach the ball was to send a gobbo airmail. Arthur set his precedent for the half by going stupid but a linerat GFI'd to mark the landing area. This was just a nothing more than a slight inconvenience as the linerat was easily knocked over and the ball secured. The next few turns were not brilliant for the court as Arthur rolling skulls and failed dodges ended turns early and by the time they remembered how to avoid dwarves again a centaur was sitting outside the end zone with the ball. A succession of goblins slowly crept closer and closer until turn 15 Sir Bleoberis decided to take it upon himself to show the BB world why he was knighted. Never having heard of natural selection he eyeballed the centaur who was about 4/5 times the size of his puny goblin frame. Coiling himself into a tiny ball of pure rage he smacked the centaur square in the centaur square between the eyes, taking the centaur down but injuring himself in the process. However with one chaos dwarf turn left and a centaur close by the game was not over. The centaur swooped in, pictures of his name in lights and the hot mare action he was going to get flashing through his head...............needless to say this is not hollywood. He fluffed the pickup with reroll and the game ended 0-0.

An interesting game which was characterised by Waldorfs almost complete inability to depitch the Underworld. This meant the game was never as comfortable as it could have been and in the end a hail mary blitz gave me a point.
 

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No levels on the team as yet but one blitzer is carrying -AV. Upcoming MD3 opponent is a chaos side with as yet no skills but with MD2 still to play.
 

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MD3 was against Matts373 Chaos side.

Dribblesnot did a lot better this game then against Waldorf throwing each bomb successfully although Matts warriors were remarkably adept at intercepts!

I managed to get myself into a good position by halftime - score was tied at 1-1 with me to receive and I was 11 v 9 after some effective fouling. However as I rapidly discovered Underworld are no good at slow grinds up the pitch. I begun to fail rolls which weren't crucial for the turn but when stacked together began to swing the game. The troll got isolated, a blitzer snake-eyed a GFI and KO'd himself and suddenly I had no strength to break through his lines. I found myself going backwards and eventually the carrier was sacked. A couple of turns of scuffling round the ball ensued but without anyone strong enough to clear the area I had to resort to pushing players onto the ball but the scatters weren't helpful. Eventually Matt cleared the ball and a warrior got his hands on it to secure the winning score.

Matt played well especially in the second half where I just could not get the ball into his half safely. This inevitably ended with me turning the ball over and losing the game. I still feel we could and should have had more from that game but my own tactics played into Matts hands. Lesson learnt

MVP went to the troll, King Arthur who despite popular wisdom has taken claw first. My div is full of rookie bash sides and the MB/claw combo will be useful for keeping up with the numbers game.
 

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Underworld are a real fun and challenging side to play, easily my favourite team.
I'm building up to using them online had a great side on SP, had a lot of luck with foul appearance/sidestep gobbos for screening areas and marking duties couple that with the occasional muscle from the mutated troll and skaven can work wonders suprisingly!;)
 

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MD4 saw the Court gain a 2-0 victory over a Chaos side. The Court took a battering ending with 6 casualties and a death but managed to win where it counts. On the scoreboard.

MD5 was business as usual as the court earned yet another draw with a 1-1 draw over an Orc side. After repeatedly sacking the ball carrier in the first half the Court eventually scored on the Orc drive. On my drive I went for a push down the right but the Orcs were able to get back and double mark the carrier. Not to fear - all the blitzer needed was a 3+ dodge away.....but he fluffed his lines. That was thelast I saw of the ball that game as the Orcs ran in a turn 16 equaliser.

Two more players have levelled with a goblin taking two heads and another rolling a double for wrestle.

Next game is an intriguing one as I play a strangely built and slightly beat up wood elf side receiving massive inducements into the bargain.

Their roster is:

Thrower: Safe Throw, +MA, Dodge, Strong Arm, niggle
Wardancer: +AV
Wardancer: +AV, +MV
Catcher: +ST
Lineman: Guard
Lineman:Wrestle, Guard, MNG
Lineman: Tackle
Lineman: Block, Dodge, Kick, +AV
Thrower: Dodge, Accurate, Safe Throw, Sure Hands, Accurate, NOS, -AV
Catcher: NOS, Jump Up, Diving Catch, +MA, -MA, -ST

Rerolls: 4
Apo
Cheerleader

TV 1730

My aim is to turn this game into a blood bath. With the absence of blocking skills on half his team this looks quite feasible. With the two loners coming in I should be facing a TV of 1870 which gives me 760 in inducements although he has cash to make changes but i'm not convinced he will. If I get 760 i'm thinking Morg, Wizard, Bribe and either Bomber or a babe.
 

Nikolai II

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Definitely an odd team. If he wants +AV that much he should play dark or bright elves instead.

Tell him to sack that bloatastic catcher as well - he'll manage by scoring with linemen and the +ST one for a while ;)
 

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Was quite a tense game.

I received and ground down the pitch with Morg carrying the ball fouling as I went eventually scoring on turn 8. Exodites replied with a nice one turner despite the +MA wardancer being KO'd.

Woodies score a quick two turn touchdown early in the second half giving the Court 6 turns to respond. Morg drove down the pitch again but this time was swarmed by woodies. It took a couple of turns to clear the scrum but Morg made it through and I risked a single GFI on turn 15 to give myself a shot at the win with a wizard still in hand.

And so to turn 16 - a blitz on the kickoff saw a linerat able to get under the ball with two GFIs but with no assistance as the attempt to throw a goblin to help failed on really stupid then another goblin failed the second of his GFIs trying to mark the wardancer who was the only woodie in the backfield. The wardancer secured the ball dodged away and sent a pass spiralling into the hands of a catcher halfway inside my half. The wizard bolted him but the ball scattered one GFI out of reach of the nearest thrower who was marked. A blitzer pushes away the marker, the thrower completes the GFI and picks up. Its at this point I realise I pushed the marker into contact with the intended recipient. The next best was a 5+ pass to a rat who would need a GFI to handoff. The pass scatter launched into the hands of the blitzer standing next to the intended recipient who didnt have to make GFI to complete the handoff to the waiting linerat to run in the winner.

Rather lucky and a draw would have been a fair result but an exciting finish to the game.
 

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Underworld is all about the unlikely TD's, preferably late in the game. I especially love the ones involving Goblin tosses.

I bet your opponent was pissed though. :D

Any skills?
 

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Sadly not. First TD was scored by Lancelot to get him within 1 SPP of a level. Lancelot escorted Morg down for the second too but due to necessity Morg had to run it in. The third was scored by an SPP-less linerat and MVP went to an SPP-less gobbo. One of the throwers also got their first SPP making the pass for the third. The only blocking casualties I managed to to the best of my knowledge were done by Morg - the remaining casualties were from fouls.

No casualties for me though means a nice healthy squad next game though :)
 

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MD7 saw me facing off against the divisions other Chaos Dwarves in the hands of vadersjester. They hadn't really got going so far this season and despite the bad matchup I felt a result was possible.

His offensive drive was fairly simple for him as bad dice screwed up a couple of opportunities that presented themselves. He ran in a score on turn 6 giving me three turns to score. I quickly got bogged down in midfield and when he went to mark the ball rather then take down the only goblin in range of scoring I had a chance. However despite clearing the marker the thrower fumbled the 5+ pass (bright sunshine) and the Court went in a touchdown down.

On my drive I made a concerted push down the left but with my thrower still in my half and almost the entire chaos dwarf defence overcommitted left I saw an opportunity to take the ball right with a few stragglers to help protect Merlin. The dwarves scrabbled across but couldn't make up the ground and Merlin levelled the score in turn 14.

With three turns left to score the Chaos Dwarves got the ball in the hands of their block bull after it scattered right to him and got him into a halfway line cage on the left. King Arthur blitzed in and marked up the bull while the rest of his troops assumed defensive positions ensuring no ground would be lost. He got his bull free and in a semi cage on the centre of the halfway line but the court were able to triple mark the carrier and with only one hobgoblin in range the court were able to deny possible angles for chainpushes. As it turned out this was enough as the attempted handoff failed for yet another draw for the court.

Merlin got the MVP and has taken extra arms. Also another game without any lasting casualties so the team is still in rude health :D
 

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Next up is the 2nd place Khorne side in the hands of Conflict Diamond. His roster is surprisingly un-bloodthirsty!

Bloodletter: Block
Bloodletter: +ST
Bloodletter: Wrestle
Bloodletter: Block
Herald: Block, Mighty Blow
Herald: Block
6 x Pit Fighters - 1 with leader

3 rerolls and apo
TV 1360

140 in inducements so a bribe or 2 babes. I could drop a goblin for a wizard as well?
 

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Conflict has now added a thirster to his roster taking my inducements to 320k and most likely bomber, wizard and bribe. An argument could be made for 2 babes but with only one mighty blow on his team and four blockers I think thats a bit negative.
 

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So a rundown of the game.

I chose to receive and wasn't concentrating on setup leaving only one player on the LOS. Game selects troll and blitzer to stand on LOS for me.

Conflict secured the ball easily and screened off the ball. Bomber Dribblesnots first effort took down the carrier but forced a turnover too so no chance of going for the loose ball (long shot anyway). Conflict gets the ball back and advances further. Underworld move around a bit and try to foul the mighty blow herald. Conflict creeps further forward but the screen is thin so the fireball comes out. Underworld work Merlin free to pick up the ball but snake eyes the pickup but it bounces back into his hands. However that leaves him on the sideline and Merlin gets surfed for his troubles and given -AV which is apo'd to BH. Ball scatters to far side of ruck of players and Conflicts ST4 pit fighter picks up in a TZ. A blitzer knocks him down but the ball is out of reach so Arthur throws a gobbo at it, the reroll is burnt on the landing and he fails the pickup. Conflict blitzes the marker away and picks up the ball. The court mark up with a gobbo and a blitzer dodges away from his marker to blitz the ball free again but the thrower fails the dodge to pick up the loose ball. Conflict fractures the arm of the blitzer marking the ball and the blitzing player picks up the ball and gets some protection. Sir Kay, the two heads gobbo marks the carrier while Arthur attempts to throw in support but the -2D blitz fails and Conflict frenzies in the touchdown breaking Sir Kays neck in the process.

The Courts attempt at a TTM is scuppered fairly quickly, a gobbo failing to catch direct from the kickoff and Merlin flubbing the pass after picking up the loose ball.

Second half Merlin takes the ball direct from the kickoff, the Court KO a fighter and Bomber tries to clear some space on the left flank but fumbles and takes out Sir Gareth instead who is BH. Conflict swarms the cage but Merlin finds a route out and hides behind a very thin screen on the left flank. Conflict blocks the route off but a 1d blitz on the left side of the two player wall pushes open a space down the sideline which Merlin scampers down with two goblins to screen off the majority of pursuers. He's vulnerable to a blitz from the only player who can reach him but the dice didnt co-operate and Merlin was left with the ball. Conflict did manage to kill Sir Lancelot (blitzer) in the turn though. the gobbo screen dodged away from their markers and Merlin was able to blitz away his own marker to run in the equaliser.

Now this is where it all got a bit crazy. The Court get a blitz from the kickoff and with the kick deep, Arthur launches Sir Bleoberis, the wrestle gobbo downfield to get under the ball. He fails the catch and is given serious concussion for his trouble but the pit fighter misses the pickup even with a reroll. The Court threaten the ball with two linerats but are two far away and Arthurs attempt to launch another gobbo ends with the gobbo being injured off. The pit fighter failsthe pick up again but the two closest linerats are double marked. One 1d blitzes a space but fails the dodge. The pit fighter finally picks up the ball and with time running out Conflict attempts to handoff to get the ball further down the pitch but it fails. The Court get a marker on the carrier but first Arthur fails RS when attempting to blitz one of the two touchdown threats then Merlin fails a dodge to double mark the carrier. Conflict brings in assists to get three dice on the solitary marker but with no reroll manages to roll skull, both down, skull on a blockless fighter. Arthur again attempts to blitz the closest TD threat but only gets a push which puts him back to two GFI range. The other TD threat is marked up with a gobbo too. Conflict tries to free the herald but fails leaving him in contact with Arthur. The attempted hand off to the herald fails but the scatter drops it into the hands of the only fighter in the ruck who hasn't moved and he passes to the herald who catches it this time, makes the dodge and both GFIs to win the game.

As a final fuck you from Nuffle I gained 20k in winnings and the MVP went to Bomber Dribblesnot. Two of the four players I had with skills now need retiring and my only blitzer with SPP is dead. A bad night at the office all in all
 

Nikolai II

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The Courts attempt at a TTM is scuppered fairly quickly, a gobbo failing to catch direct from the kickoff and Merlin flubbing the pass after picking up the loose ball.

Actually it was scuppered the very second you tried to pass - a pass and a TTM are mutually exclusive - both count as your only pass action for the turn.
 

20phoenix

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Touche sir:powdodge:

Not that it would have changed the net result any as the handoff would still have been dropped
 

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This weeks game is a lizard team who look like they took a beating last week as well. 2 MNG Saurus and no skills on any of the other three or the krox, three skinks with jump up, one with sure hands and one of the jump up skinks has +MA. He has treasury to bring in an extra saurus and if he does I have a choice to make. I replaced the dead blitzer and the AG broken goblin to leave me with TV of 1040 and a roster of 12. If he hires a Saurus that gives me a wizard or I bring in another gobbo and take a bribe or 2 babes. Big game for my troll if he gets a crack at some of the Saurii
 

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Do you have any chance of going up this season? My Khemri await in Kola Hills East so I am keen to know who I will be up against next season. Matts I know, I have a 100% record against but otherwise its still pretty much up for grabs...

On the other hand I may go up or down yet myself with five matches still remaining and I am only a point clear of relegation but with my match in hand if I win both I am also only 2points outside a promotion spot...

Crimsonsun
 

20phoenix

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No chance. I'm sitting comfortably mid-table, 6 points off the promotion slots. Its pretty tight for the last spot with Matts 3 points clear then the two Khorne sides and Waldorf within 2 points of each other. Skaven team in 5th are in with a chance too.
 
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