Anyone playing Underworld ?

Want to know how to beat your opponents, then get advice, or give advice here.

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thechosengobbo
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Post by thechosengobbo »

Just HAVE to say, Martin, 'Skedaddla' really amuses me as a goblin name :lol:

Would you cap out the team at 15 players? Or do you think that 16 (if you can manage it) is the better number?

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el sid
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Post by el sid »

Hello,

For our next and long-awaited league, I'm tempted to start with an Underworld team. I coached a lot of Skaven teams and also an Orc team in the past.

I'm also wondering what to do with the different positionals? It's clear the team will face a very hard time as soon as its ST3 players are leaving the pitch. But does that mean I have to put Goblins on the line? I don't think so.

It's tempting to put the AV8 / Block Storm Vermin next to the Troll on the LoS. But playing my last season with Orcs, I was really surprised by how devastating a Tackle / Mighty Blow / Piling On Blitzer is.... Systematically blitzing with this guy almost guarantees at least one CAS on your opponent each game. The Storm Vermin really are the only players on the Underworld team with the potential to develop into this kind of killer Blitzer. With Orcs I didn't even have access to Claw...

Next to the killer-Blitzer, I think I will develop the other Blitzer into the Troll bodyguard. The Troll needs someone next to it, preferably something sturdy. A Guard / Stand Firm Storm Vermin will do nicely and can be put on the line.

So I'll probably put the Troll, its Storm Vermin bodyguard and an unfortunate Linerat on the line.

As to the number of players: What about 14? This leaves open slots for the very nice and cheap Secret Weapon Star Players (Bomber, Fezglitch and / or Nobbla)!

I'm really looking forward to the start of our league. I'll be following up this thread for sure, but it seems there isn't that much experience on the Underworld team yet in the BB community.

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Ullis
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Post by Ullis »

I drew the game. My last turn chance at a pass score was robbed by Animosity. To make it even more funny (=painful) was that I had forgotten to roll Animosity first, so I had made the 3+ pick up, interceptable 6+ pass and 4+ catch to a goblin (I was still due to make two Stunty dodges and one GFI without a reroll, but that's ok odds). After succeeding in those rolls I made the Animosity roll of 1. :D

So far (and not a bit influenced by the above) it's obvious that Animosity adds greatly to the problems with goblins. I'd be mad not to use my throwers for a pick up, if possible, and that means that I have to risk a hand off or pass to a goblin where I might need to burn a reroll on the Animosity when I really need it for the catch roll. This makes the goblins less useful to the team.

Based on this, I believe even more that Two Heads is a great first skill for the majority of Goblins (not that anyone's contesting this). Maybe I'll start developing the third one to skill up for TTM purposes. I think the first double could be Wrestle followed by Horns on the same player.

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