Underworld develpment
- cyagen
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Underworld develpment
Hi, I'm playing an Underworld team on the MBBL. They are very fun to play!
However I'm a little bit perplex regarding the developement of the team, so I'm requesting advice.
Here are my ideas:
Skavens
Throwers: Extra Arms, accurate, Leader/ Doubles: Dodge
Linemen: Fend, Wressle, 2 Heads, Strip ball/ Doubles: Dodge
(These guys are essential for the defense since 3 S players are rare on that team)
Blitzer: Guard, Mighty Blow, Tackle / Doubles: Dodge
However, I do not know if Claw may not be a better choice, these guys are the only potential CAS machines on that team
Gobos
Troll: Guard, Tentacle, Stand Frim / Doubles: Block
Gobos
Standard track: Extra Arms, Catch, 2 heads, send them down field and pray
Defense Gobo: Diving Tackle, Side Step
Anti-BG Gobo: Sneaky Git and hope for a double
And finally, the cage breaker Gobo: Horns, Leap, Very long legs and pray for a double for Dauntless!
Any other Underworld coaches outthere with ideas?
However I'm a little bit perplex regarding the developement of the team, so I'm requesting advice.
Here are my ideas:
Skavens
Throwers: Extra Arms, accurate, Leader/ Doubles: Dodge
Linemen: Fend, Wressle, 2 Heads, Strip ball/ Doubles: Dodge
(These guys are essential for the defense since 3 S players are rare on that team)
Blitzer: Guard, Mighty Blow, Tackle / Doubles: Dodge
However, I do not know if Claw may not be a better choice, these guys are the only potential CAS machines on that team
Gobos
Troll: Guard, Tentacle, Stand Frim / Doubles: Block
Gobos
Standard track: Extra Arms, Catch, 2 heads, send them down field and pray
Defense Gobo: Diving Tackle, Side Step
Anti-BG Gobo: Sneaky Git and hope for a double
And finally, the cage breaker Gobo: Horns, Leap, Very long legs and pray for a double for Dauntless!
Any other Underworld coaches outthere with ideas?
Reason: ''
- Joemanji
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Re: Underworld develpment
The very first Goblin I built would have Big Hand, followed by Two Heads or Extra Arms. Threaten the ball whenever it goes loose wherever it is. A huge psychological threat, and something to keep your opponent on his toes.
Why not just take Two Heads and walk into the cage on 2+ dodges? Why bother with Leap?cyagen wrote:And finally, the cage breaker Gobo: Horns, Leap, Very long legs and pray for a double for Dauntless!
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Re: Underworld develpment
I agree. If you can guarantee 2+ dodges with Two Heads, Dodge and Stunty, don't bother with leap.Joemanji wrote:The very first Goblin I built would have Big Hand, followed by Two Heads or Extra Arms. Threaten the ball whenever it goes loose wherever it is. A huge psychological threat, and something to keep your opponent on his toes.
Why not just take Two Heads and walk into the cage on 2+ dodges? Why bother with Leap?cyagen wrote:And finally, the cage breaker Gobo: Horns, Leap, Very long legs and pray for a double for Dauntless!
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Cramy
- GalakStarscraper
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One other good Goblin skill to consider is Diving Catch.
A Skaven thrower can target the square next to a Goblin and doesn't need to roll for Animosity to do so. Assuming an accurate pass ... the Goblin will be able to catch the ball as if it had been thrown to him in the first place.
Downside to this play ... if you are inaccurate ... odds are good that the ball will not end up near the Goblin since you are not starting the 3D8 scatter from his square.
Galak
A Skaven thrower can target the square next to a Goblin and doesn't need to roll for Animosity to do so. Assuming an accurate pass ... the Goblin will be able to catch the ball as if it had been thrown to him in the first place.
Downside to this play ... if you are inaccurate ... odds are good that the ball will not end up near the Goblin since you are not starting the 3D8 scatter from his square.
Galak
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Hi Cyagen,
I've just started a thread on Underworld tactics on the MBBL forum. I recommend you check it out and perhaps post this there as well.
Either way:
Survivability of your skaven is crucial on this team, so I second your idea that the best doubles skill for the skaven is probably dodge.
>Skavens
>Throwers: Extra Arms, accurate, Leader/ Doubles: Dodge
On a thrower, perhaps using doubles for Strong Arm is an option....
But I'd definately go Extra Arms on both throwers as first skill.
I've now played 9½ game with my Creepers, and they're doing quite well.
I must admit that I'm a very conservative coach, so I very rarely give the ball to the gobbos: 2+ animosity and then a 3+ catch sounds.... My skaven have become my recievers, but mostly I just do the running game with the throwers.
Seeing this, I've decided to develop one as the lone thrower, and the other as a reciever(!)
So
Thrower1: Extra Arms, Accurate, Kick-Off Return...? D: Strong Arm(?)
Thrower2: Extra Arms, Nerves of Steel, Block
If Thrower one gets smacked, thrower 2 can stand in reasonably well.
And while it is a marginal thing, Kick-Off Return also makes OTS a tad more likely.
Blitzers: Mine have had pretty crazy skill rolls. First one got doubles firt (dodge), so now has blodge guard and is probably headed for stand firm.
The other got AG+ twice! And I regret taking the 2nd AG, because I'm not using it very often.... Perhaps when I buy my 4th reroll. As thing are going, my AG5 blitzer is probably headed for horns.
But, controversially, I use my blitzers on the line with the troll.
So had they developed normally, I'd probably go:
Blitzer1: mighty blow, guard, stand firm or horns.
Blitzer2: guard and perhaps stand firm on both of them.
The blitzers really do make the blitz every single turn - so you might as well take a mighty blow blitzer and pick up some cheap hits every now and then.
Linemen:
I recommend developing your linemen as blitzers, so your "blitzers" can concentrate on other things. Sound strange? See above.
Being too conservative, my linemen are developing very slowly. I highly recommend risking it and trying to get them to 1st skill fast. I can't believe how many both-down disasters they've cost me so far. With so many ST2 players, your linemen do end up doing a lot of fighting.
I think one should be a catcher smasher, and the other one aimed at big guys:
Lineman1: Wrestle, Tackle, Frenzy? or Tail?
Lineman2: Block, Dauntless, Claw
Agree on the troll. Though Claw is also nice.
>Gobos
I generally don't use them as catchers (as stated) but will develop one with catch, diving catch and extra arms (hopefully).
>Defense Gobo: Diving Tackle, Side Step
I'll want 2 of those
>Anti-BG Gobo: Sneaky Git and hope for a double
Check.
>And finally, the cage breaker Gobo:
Before the DP, I'll commit a doubles to taking either wrestle or strip ball, and then combine that with 2 heads and horns.
I'll try for 2 of these, as they'll be my mini wardancers?
An ST+ gobbo would be headed for horns and 2-heads ASAP.
Like Joe, I think 2-heads, Extra Arms/Big Hand and Sure Feet is also very valuable.
I think I've listed more ideas in the other thread.
Cheers
Martin
I've just started a thread on Underworld tactics on the MBBL forum. I recommend you check it out and perhaps post this there as well.
Either way:
Survivability of your skaven is crucial on this team, so I second your idea that the best doubles skill for the skaven is probably dodge.
>Skavens
>Throwers: Extra Arms, accurate, Leader/ Doubles: Dodge
On a thrower, perhaps using doubles for Strong Arm is an option....
But I'd definately go Extra Arms on both throwers as first skill.
I've now played 9½ game with my Creepers, and they're doing quite well.
I must admit that I'm a very conservative coach, so I very rarely give the ball to the gobbos: 2+ animosity and then a 3+ catch sounds.... My skaven have become my recievers, but mostly I just do the running game with the throwers.
Seeing this, I've decided to develop one as the lone thrower, and the other as a reciever(!)
So
Thrower1: Extra Arms, Accurate, Kick-Off Return...? D: Strong Arm(?)
Thrower2: Extra Arms, Nerves of Steel, Block
If Thrower one gets smacked, thrower 2 can stand in reasonably well.
And while it is a marginal thing, Kick-Off Return also makes OTS a tad more likely.
Blitzers: Mine have had pretty crazy skill rolls. First one got doubles firt (dodge), so now has blodge guard and is probably headed for stand firm.
The other got AG+ twice! And I regret taking the 2nd AG, because I'm not using it very often.... Perhaps when I buy my 4th reroll. As thing are going, my AG5 blitzer is probably headed for horns.
But, controversially, I use my blitzers on the line with the troll.
So had they developed normally, I'd probably go:
Blitzer1: mighty blow, guard, stand firm or horns.
Blitzer2: guard and perhaps stand firm on both of them.
The blitzers really do make the blitz every single turn - so you might as well take a mighty blow blitzer and pick up some cheap hits every now and then.
Linemen:
I recommend developing your linemen as blitzers, so your "blitzers" can concentrate on other things. Sound strange? See above.
Being too conservative, my linemen are developing very slowly. I highly recommend risking it and trying to get them to 1st skill fast. I can't believe how many both-down disasters they've cost me so far. With so many ST2 players, your linemen do end up doing a lot of fighting.
I think one should be a catcher smasher, and the other one aimed at big guys:
Lineman1: Wrestle, Tackle, Frenzy? or Tail?
Lineman2: Block, Dauntless, Claw
Agree on the troll. Though Claw is also nice.
>Gobos
I generally don't use them as catchers (as stated) but will develop one with catch, diving catch and extra arms (hopefully).
>Defense Gobo: Diving Tackle, Side Step
I'll want 2 of those

>Anti-BG Gobo: Sneaky Git and hope for a double
Check.
>And finally, the cage breaker Gobo:
Before the DP, I'll commit a doubles to taking either wrestle or strip ball, and then combine that with 2 heads and horns.
I'll try for 2 of these, as they'll be my mini wardancers?
An ST+ gobbo would be headed for horns and 2-heads ASAP.
Like Joe, I think 2-heads, Extra Arms/Big Hand and Sure Feet is also very valuable.
I think I've listed more ideas in the other thread.
Cheers
Martin
Reason: ''
- cyagen
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- Posts: 748
- Joined: Mon Jan 26, 2004 2:52 pm
- Location: Germany
Re: Underworld develpment
Cramy wrote:I agree. If you can guarantee 2+ dodges with Two Heads, Dodge and Stunty, don't bother with leap.Joemanji wrote:The very first Goblin I built would have Big Hand, followed by Two Heads or Extra Arms. Threaten the ball whenever it goes loose wherever it is. A huge psychological threat, and something to keep your opponent on his toes.
Why not just take Two Heads and walk into the cage on 2+ dodges? Why bother with Leap?cyagen wrote:And finally, the cage breaker Gobo: Horns, Leap, Very long legs and pray for a double for Dauntless!

Yeah, I though exactly the same thing a couple of hours after posting....
So Gobodancer: Horns, 2 heads and Strip ball on a double
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