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Undead Tournament help

Posted: Thu Mar 30, 2006 6:08 pm
by Aksho
I´m going to play my Undead Team at next Tournament:

2 Mummys, 2 Wights, 3 Ghouls, 5 Zombies, 3 Re-rolls, 2 FF

I can give 1 Skill to a player befor game one and 1 skill after each game (6 games) Trait or skill after game 3.
Undead is one of the Teams I have no Tournament experience, so which would be your skillchoices???

mfg Bernd

Posted: Fri Mar 31, 2006 8:46 am
by dendron
I have no tourney experience with undead but I just want to throw in my 2 p. Before game one I would take Sure hands on a Ghoul. Then start with tackle and Strip ball on the wights. Afterwards a Dirty player. As double I would take guard on a Ghoul he is mobile and can bring assists where they are needed.

So I think there will be some more hints from other coaches. But I hope this helps a bit.

Dendron

Posted: Fri Mar 31, 2006 9:14 am
by Mick Moon
agree with dendron, sure hands on ghoul bevor game one.

after that i would take block on the mumys and block on second ghoul.
Block on mumy makes them much harder in blocking wars and you can save re-rolls for ball handling actions or gfi´s.
A block doge ghoul is a good blitzer and he can protect the ball carrier.
As a trait i would take frenzy on wight.

Dirty player is only for bearded players.

Posted: Fri Mar 31, 2006 10:55 am
by Aksho
Sure Hands on the Ghoul would have been my first choice but I was also thinking about going for 3 Bock/Dodge Ghouls one from the start.

hm....though

maybe some more 2 help me with my decision :roll:

mfg Bernd

Posted: Fri Mar 31, 2006 12:27 pm
by SolomonKane
I don't know if you're keen on this idea, but you could give yourself a fairly potent passing game by giving Sure Hands to a Wight to begin with, then Accurate (or Pass) after game 3, using your trait/doubles option. With 4 Ghouls to send out as receivers, you could throw the ball for two-turn scores if necessary. You'd still want to play bashy most often, but having more options can't hurt...

Posted: Fri Mar 31, 2006 12:36 pm
by Gorbad
I'll join the "Give Sure Hands to the wight, not the ghoul" camp.

Wights regenerate, Ghouls don't. Unless you have other plans for both wights (which you probably don't), this will create a fairly stable ball carrier, who can , when desperate hand off or pass (when _very_ desperate) to ghouls.

Posted: Fri Mar 31, 2006 12:36 pm
by Mootaz
SolomonKane wrote:I don't know if you're keen on this idea, but you could give yourself a fairly potent passing game by giving Sure Hands to a Wight to begin with, then Accurate (or Pass) after game 3, using your trait/doubles option. With 4 Ghouls to send out as receivers, you could throw the ball for two-turn scores if necessary. You'd still want to play bashy most often, but having more options can't hurt...
He can only give each player a max of 1 additional skill. So the Wight could only have Sure Hands OR Pass.

Posted: Fri Mar 31, 2006 12:47 pm
by Gorbad
Oh, and to add... Strip Ball on a wight is not a very useful option. I have tried it out in tourneys, but you hardly get to use it as a wight is not very mobile, and Sure Hands is a skill 90% of the other players take or already have.

Posted: Fri Mar 31, 2006 1:33 pm
by stormmaster1
strip ball is more useful on a ghoul. He is more likely to get to where he is needed, and less likely to be tied up in a brawl if the ball carrier is exposed. consider the use of guard on mummies as opposed to block. Block makes your mummies less likely to turn over, but guard can result in loads of 2db for your zombies. you will definitely need some tackle on the team, preferably on a wight. If you stick to a fairly bashy game, then sure hands is the only ball skill you need. After that just take things to help you bash better, or stop the opponent. if in doubt then choose between block, tackle guard on key players.

Posted: Fri Mar 31, 2006 1:52 pm
by Pipey
oh my :o

you don't need sure hands a ghoul or indeed a wight. Block is soooo much better in a much much wider range of situations.

Your first 5 skills should be to put block on all of your ghouls and mummies. Mummies with block are hitting machines and ghouls with block are superb blitzers/ball handlers that are very hard to put down.

Sixth skill? Not sure, maybe tackle on a wight. Or perhaps kick.

IMO of course :D

Posted: Sun Apr 02, 2006 3:01 pm
by Aksho
Well I can see the point in taking Sure Hands but as well as starting with Block.

When you guys go the Block way, would you start wicht Block on a Mummy or astablish a superblitzer-Ghoul from the start.

btw. what do you think going this way ?:

Block (Ghoul)
Block (Mummy)
Block (Mummy)
Tackle (Whight)
Block (Ghoul)
Block (Ghoul)

mfg Bernd

Posted: Sun Apr 02, 2006 3:31 pm
by rodders
looks pretty good playing to mummies strength's the only players with s5 and access to general skills

Posted: Sun Apr 02, 2006 4:12 pm
by MickeX
Aksho wrote: Block (Ghoul)
Block (Mummy)
Block (Mummy)
Tackle (Whight)
Block (Ghoul)
Block (Ghoul)
Looks good to me, though I'd probably make the Mummies #1-2.

If you've got the minis, I'd recommend swapping a wight and a FF for a zombie and a RR.

Posted: Sun Apr 02, 2006 4:15 pm
by Joemanji
I would give Sure Hands to someone first up; save those re-rolls for when you really need them. :) I'd prefer it on a Ghoul. You ideally need your Wights to get stuck in on the LoS, and as you advance.

Block on your Mummies is great, and you'll probably want to get that at some point, but it isn't vital. I like to develop as many 3D blocks as possible with my Mummies. This is where having your Wights supporting at the front is useful, as they can throw "safe" blocks to clear the path for a 3D-er from a Mummy. Anyway, I have seen some of the good tourney players taking Guard on their Mummies of late over Block.

Tackle is a priority IMO. You get a lot of blodging ball carriers in tournaments, and then there are Amazons. :puke: Give it to one of your Wights 2nd choice.

Strip Ball is OK on the other Wight, but just don't expect to actually use it that often. You need to understand how to use Strip Ball passively. By that I mean positioning the player with it in a way that forces your opponent to change his plans, and prevents him from breaking past your (mostly) slow players. This a pick for the top tables only, where the game is one and lost psychologically. If you end up on the middle or lower tables, your opponents will not be such deep thinkers, and so the passive merits of Strip Ball will be wasted on them (and so wasted for you). :wink:

Dirty Player is a necessity, albeit a harsh one. The skill is broken in LRB, but it is just as broken for your opponents as for you, so you only hurt yourself by not taking it. PBBL will sort out the problem that is +2 DP, so for the time being we have to live with it.

Blodge Ghouls are great, but two are enough IMO. The other one can have the Sure Hands as I mentioned earlier. Personally I prefer Block on a Ghoul rather than a Mummy. Mummies will almost always be throwing 2D blocks at least, and so have some built-in protection. Ghouls may end up throwing 1D blocks, especially if you get a chance to sack the opposing ball carrier. Only your Ghouls have the mobility to get them into the positions to do that, and so they need the back-up of having Block.

So you are looking at something like:

Sure Hands (Ghoul)
Tackle (Wight)
doubles
Dirty Player (Zombie)
Block (Ghoul)
Block (Ghoul)

Posted: Sun Apr 02, 2006 4:17 pm
by wesleytj
actually, depending on what rules your tourney uses, you might consider bringing count luthor, even at the high price. you can have him, the mummies, and a bunch of garbage behind him and do pretty well.

but assuming the roster you mention, i'd also say sure hands first THEN a ton of block as you suggest.