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Skills for my underworld team

Posted: Tue May 27, 2008 8:00 am
by plasmoid
Hi guys,
I normally don't do this - but this time I just can't make up my mind. I'm running a reasonably succesful underworld team, and I'll be skilling up several key players real soon.

Here's the team:
Blitzer: AG,AG,Horns
Blitzer: dodge, guard, tackle.
Thrower: X-arms, accurate, kick-off return
Thrower: X-arms, block, NOS
Lineman: Dodge
Lineman: Wrestle
Troll: Tentacles
Gobbo:
Gobbo: Sidestep
Gobbo: ST
Gobbo: Sneaky Git
Gobbo: Horns
Gobbo: Catch
Gobbo: 2-heads, Big Hand
Gobbo:
4 ReRolls. FF8. 430K treasury.

Blitzer #1 will skill up if he survives the current match. He is the team's star, so I want to get this one right.
But thrower #3, Blitzer #2 and the troll aren't far behind.

What should I take?
Cheers
Martin

Posted: Tue May 27, 2008 8:03 am
by plasmoid
Just to let you know - I'm considering:

Blitzer #1: Pro, Strip Ball, Tackle, Mighty Blow, Frenzy, Sure Hands
Blitzer #2: Stand Firm (to bolster the LOS), prehensile tail, mighty blow.
Thrower #3: Don't know - but I'm not going to take block.
Troll: Stand Firm, Guard, Claw.

Cheers
Martin

Posted: Tue May 27, 2008 8:35 am
by stashman
This Blitzer: AG,AG,Horns - ona double get LEAP!!!

Normal roll - hmmm.. I could be so crazy to take strong arm and use him as a thrower!!! But hey, thats me! :lol: or Tackle

Posted: Tue May 27, 2008 9:04 am
by Der_Doodle
With AG5 you get to the point wich you need. With Horns you mostlikely get a 2d blitz.
Get him Strip Ball as a scary Safety Cagebuster :)

Posted: Tue May 27, 2008 9:04 pm
by tenwit
For the blitzer, Two Heads, Strip Ball or Tackle, depending on how many cages, Sure Hands ball carriers or blodgers you come up against.

For the thrower.. looks like he has everything he needs. Dodge on doubles and Fend on singles, to help keep him alive?

For the troll.. passive skills so you don't lose the Tentacles by rolling RS. Guard or Stand Firm. Probably Stand Firm, seeing as so many of your other players are capable movers and won't be blocking too often.. you need the troll to be a roadblock more than a combat assist.

Posted: Wed May 28, 2008 3:41 pm
by Warpstone
Blitzer #1: Leap is a no brainer on doubles. On a normal role: strip ball. Either way, he becomes a grade A cage-breaker.
Blitzer #2: Mighty blow.
Thrower #3: Depends on how deep you throw. If you mostly run and play short passes: Fend. If you throw deep to that catching gobbo: Safe Throw.
Troll: Guard

Posted: Fri May 30, 2008 12:17 pm
by plasmoid
Hi guys,
thanks for the feedback.
My blitzer did not roll a doubles, but had he done so I would have preferred dodge over leap. Hands down.

Be that as it may. I ended up with strip ball, but it was a hard choice.
Tackle and pro were my other options. Tackle because I only have 1 tackle player, and the horns guy often blitzes. But I've got a lineman slated for tackle (aaaany day now). And pro because this guy often rolls a lot of dice, so he can easily eat up the team reroll first and still have some rolls to go. I'm not sure strip ball was the right choice, but it's certainly useful. On the other hand, I can remember 3 games this season where a pro reroll and a 2+ would have won me the game.

As for the 2nd blitzer, I'm leaning towards stand firm.
He earns his bread and butter on the LOS and marking/smacking catchers, so it would be nice to have. Mighty Blow is cool too, but my creepers play a pretty non-lethal game, so I'm not used to many casualties anyway. 2-heads is also a big option. I'm kind of a conservative coach, so I end up only using his dodge skill for defensive purposes - because I just don't dare risk the 3+.

The thrower: On doubles he is probably the only skaven I wouldn't give dodge. Strong Arm would serve the team very well. As for non-doubles safe throw is OK I guess. Kick is also an option. This dude has everything he absolutely needs - unlike my linemen - and kick is great to have on someone.

Troll: Hard choice really. He spends most of his time as a roadblock, starting on the LOS. He often pins down weak opposing players, and stand firm would be good for that too. Guard would also be nice, since this is not a strong team, and my defensive LOS isn't all that impressive. Ideally, I want them both - but which one to take first....
And then there is claw.
For reasons unknown, I do better against finesse teams than against bashy teams. So I could use a boost there. And the troll often gets stuck facing an AV9 player for a whole game without ever hurting him. Claw would make it a lot scarier to mark the troll.

Thanks for your input.
Cheers
Martin

Posted: Fri May 30, 2008 6:29 pm
by Warpstone
plasmoid wrote: Claw would make it a lot scarier to mark the troll.
Good picks Martin. Regarding claw, on my drive, I probably wouldn't care if you troll had Claw or not as I would be trying my hardest to knock him down anyway. :wink: Admittedly, he would be a nice moral boost for you on your drive to help clear midfield. Yet, given the skills on your team, I'm still guessing that you would probably be best off not activating him until the end of your turn. Hence a passive skill like guard might be more productive.

It's not as sexy, but maybe Stand Firm would be the best fit for your gameplan given that your little gits are all about movement and positioning. Your troll would be a better road block that buys your playmakers time to get into position.