Underworld Starting Roster Overview:
As one of the three newer races there isn’t a great deal of tactical information about Underworld teams. Obviously the first thing you will have to do when you decide to coach an Underworld team though is come up with your starting line up. Generally though your players are fairly cheap and even though the team rerolls are expensive you can easily fill out your roster with pretty much everything you wanted. There are perhaps a couple of variations to consider if you are going into an existing league, though for a brand new one I would be surprised if you weren’t facing the suggested lineup below.
Standard TV1000 Underworld Starting Roster:
|Quantity||Player / Item||Cost|
When you first look at the players you can select you can basically see the core of a Skaven team with the addition of a Troll and some Goblins, all of which can mutate on normal skill rolls. As usual when creating a team you would look to how many of the positional players you can afford (considering the Underworld Goblins as Linemen). Purchasing the Warpstone Troll and all six possible Skaven players comes to a total of seven. You need at least four Underworld Goblins to get to the minimum of eleven. Usually at this point you don’t have much cash left and with expensive rerolls you may think you need to drop something. However after counting all the pennies up using your fingers you notice that you actually have enough money for four of those expensive rerolls! You even have 30k left over which you can save towards the likely purchase of an Apothecary after your first match.
Going by that thought process I think most coaches would be pleased enough and settle for that as their starting lineup. It is certainly the way I would go even if I was joining into an existing league. The Warpstone Troll offers you some muscle and something to hide behind. The Skaven players prevent you from having to field more low strength Underworld Goblins and having more Skaven means you are less likely to suffer from Animosity, they are also your fastest available players. Goblins can still be very handy if used well and are nice and expendable, that and you have no other choice but to take at least four to start with. Having four rerolls is a luxury that most teams can’t afford, also with their high cost starting with more saves you in the long run. A reroll after team creation will cost you 50k more to save up for compared to your second most expensive player, so get them early is what I say!
TV1000 Underworld Starting Roster Summary:
I’ve not offered many options here (or any really) as I can’t see many cases when even someone new to the game wouldn’t go down this route. If someone were to stray from the path, then your main choices would be to drop a reroll, though bear in mind the only player you can buy more of at this point are Goblins.
You could swap a reroll for two more Goblins which will give you thirteen players, though costs 10k more. Your team is fragile so they can come in helpful in those early games and if you don’t take injuries then fouling becomes far more viable. Alternatively and perhaps a better choice would be to get an Apothecary and an extra Goblin which costs 20k more than the reroll. Twelve players and an Apothecary is similar to having thirteen players though the Apothecary could perhaps save one of your more expensive players.
These two alternatives are probably better if you are joining an existing league where you are far more likely to get outnumbered in those early games. I still don’t go for them though as if you consider the price of that reroll you drop. After you have created the team for the price of that reroll you could have bought an Apothecary and two more Goblins with 10k change left over. That extra reroll could also possibly win you those early games when you have less skills. The same could be said for the extra players instead though there is no way of knowing! Due to that I can’t blame anyone for getting the extra players as three rerolls is usually fine for a lot of other starting teams.