Double 5 on an Undead Ghoul
- mattgslater
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Double 5 on an Undead Ghoul
Ok, so my Undead buddy wanted to learn more strategy with BB. In the developmental league we have going on the side he has an Orc team that he had done well with in one game (in fact, he beat my developmental Humans with them). So he asked me to build an Undead team and play him. He ran 4 BOBs, 4 Blitzers, 2 Throwers, a Goblin, a Troll and 2 TRRs. Inspired by a discussion off this forum, he gave his Blitzer who skilled in the last game Pro. I named my team The Red and the Black, and gave them 2 Mummies, 2 Wights, 3 Ghouls, 3 Zombies, 1 Skeleton and 3 TRRs, and with 80k underdog I induced a Zombie.
I just finished crushing him like a bug 4-0, with 6-1 Casualties. Pro actually came in handy, as it were, but Nuffle just rained Heck on the poor Orcs, killing a BOB and a Blitzer and knocking an AV off the Goblin (all three of those casualties were caused by one Wight, Sir Rastus Bear; the other three were spread out, on a Ghoul, a Mummy and a Z). He killed my only Skel, Charles the Grinning Boy, who failed to Regen. My MVP went to the only Ghoul without SPP (Susie Dear), but I had one Ghoul (Joan Crawford) with 2 TDs roll double 5. Both Wights skilled (Salamander Drake off 2 TDs and Sir Rastus Bear off 3 Cas) and I think I want to give them Mighty Blow so I'll have 4 of it, to accelerate development. Guard might be smarter, sure, but it's not as fearsome and I'm not really all that worried about maximization: this is a developmental team.
Here's the question: What does Joan Crawford get? +MA? +AV? Pass? Mighty Blow? Nerves of Steel? Guard? With this one, I want to do it right, as I really want to leave an intriguing piece behind for someone to pick up off waivers.
I just finished crushing him like a bug 4-0, with 6-1 Casualties. Pro actually came in handy, as it were, but Nuffle just rained Heck on the poor Orcs, killing a BOB and a Blitzer and knocking an AV off the Goblin (all three of those casualties were caused by one Wight, Sir Rastus Bear; the other three were spread out, on a Ghoul, a Mummy and a Z). He killed my only Skel, Charles the Grinning Boy, who failed to Regen. My MVP went to the only Ghoul without SPP (Susie Dear), but I had one Ghoul (Joan Crawford) with 2 TDs roll double 5. Both Wights skilled (Salamander Drake off 2 TDs and Sir Rastus Bear off 3 Cas) and I think I want to give them Mighty Blow so I'll have 4 of it, to accelerate development. Guard might be smarter, sure, but it's not as fearsome and I'm not really all that worried about maximization: this is a developmental team.
Here's the question: What does Joan Crawford get? +MA? +AV? Pass? Mighty Blow? Nerves of Steel? Guard? With this one, I want to do it right, as I really want to leave an intriguing piece behind for someone to pick up off waivers.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
I voted Pass, altho +1Av on a ghoul is not a bad investment...
Pass gives you another attacking option, Ghouls and Wights are equally good at catching and with sure hands and block he becomes very usefull indeed.
I must stress at this point that I like to play a running game with my undead rather than the slow grind.
Pass gives you another attacking option, Ghouls and Wights are equally good at catching and with sure hands and block he becomes very usefull indeed.
I must stress at this point that I like to play a running game with my undead rather than the slow grind.
Reason: ''
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In 3rd Ed. I would always take Guard, because Block/Dodge/Sidestep/Guard Ghouls rocked, and Wights did not have ST access (meaning only the Mummies could take Guard on a normal roll).
In 5th and 6th Editions, however, I am not so sure. Assuming that at least one of the Ghouls is to be developed as a Runner, I would take the +MA (to be followed at some point by Sure Hands, Kick-off Return etc.). A Runner with MA8 is hard to stop.
The starting point for this decision is to define the role of the Ghouls. For me, 2-3 of them are Blitzers (as in: designed to sack ball carriers, with Wrestle etc.) and 1-2 of them are Runners. Guard does not fit well with either of these roles. Now that Wights have ST access, you are likely to have 4 Guard on the team anyway (the Mummies and the Wights), which should be enough.
Hope this helps.
In 5th and 6th Editions, however, I am not so sure. Assuming that at least one of the Ghouls is to be developed as a Runner, I would take the +MA (to be followed at some point by Sure Hands, Kick-off Return etc.). A Runner with MA8 is hard to stop.
The starting point for this decision is to define the role of the Ghouls. For me, 2-3 of them are Blitzers (as in: designed to sack ball carriers, with Wrestle etc.) and 1-2 of them are Runners. Guard does not fit well with either of these roles. Now that Wights have ST access, you are likely to have 4 Guard on the team anyway (the Mummies and the Wights), which should be enough.
Hope this helps.
Reason: ''
Smeborg the Fleshless
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Voted MA, speed is very important for mobile players like this. Guard is another excellent option and I might pick that based on the rest of the team.
On Necro I'd take Guard because they already have MA8 players and have less bash than Undead so need more of a boost (plus it works well with the werewolves).
On Necro I'd take Guard because they already have MA8 players and have less bash than Undead so need more of a boost (plus it works well with the werewolves).
Reason: ''
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- mattgslater
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I think you guys have talked me into MA.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.