Hi,
I'm about to start an Underworld team in my local league. I got a couple of games with the team but I'm still not sure about the development of the players.
I went read most of the post of Plasmoid regarding the development of that team and the fact that it mostly struggles against bashing teams. From that I got the following ideas regarding the development of players.
2 things to know: 1- I agree with Plasmoid that the Blitzer should be mainly on the LOS on defense. 2- I always plan for 2 skills only. Injuries and stats increases always throw a wrench in the best oiled plans.
So here we go:
Troll: Claw, Guard (Pro) Claw to help development, Guard to help the others without activating. I usually go with Block on doubles for BG but the Warpstone troll would benefit more from pro IMO.
Blitzers: Guard, Fend (Dodge). If they are to do LOS duty they need guard to minimise the 2D against block. Fend and Dodge is to help them survive.
Linemen: Block, Horns (Dodge). These guys are the blitzers/safeties. I prefer block over wrestle because a Skaven on the ground is a Skaven with a boot in his face.
Throwers: Extra Arms, one with Block, one with KOR (Strong Arm or Dodge). I think that this is the optimal development.
Gobos: After playing a couple of game with a mutated Pact gobo, I find it hard not to give 2 heads across the board as a non-double skill. Any other skill seems sub-optimal. I assume that I'll have 8 Gobos on the roster and develop them in pairs.
Gobodancers: 2 Heads, Horns (Wrestle)
Gobocatchers: 2 Heads, extra arms (Block)
Gobobacks : 2 Heads, P. Tail (Guard)
Gobokamikazes: 2 Heads, Jump Up (Dirty Player)
Did I miss something?
Does it seems OK to the more experienced Underworld coachs?
Underworld Development
- cyagen
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Underworld Development
Reason: ''
Kick off return was my idea :)
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
- Grumbledook
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only a couple of games into mine but really enjoying them
I'm not a fan of putting the blitzers on the LOS, with ST and Mutation access you can build them into really nasty killing maches
with a deep bench for fouling as well I'd look to try and take out the other team and get numbers up
will offer up more when I've actually got more games in with them as at the moment it is all just theory ;]
I'm not a fan of putting the blitzers on the LOS, with ST and Mutation access you can build them into really nasty killing maches
with a deep bench for fouling as well I'd look to try and take out the other team and get numbers up
will offer up more when I've actually got more games in with them as at the moment it is all just theory ;]
Reason: ''
- Joemanji
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Played a couple of games with mine. You are right, 2Heads is a must 1st pick for any goblin normal roll. I'm not sure PreTail or Jump Up are great as second picks though. Horns and EA are most obvious. Big Hands is great. A normal goblin development path of Side Step / Diving Tackle still works. And Disturbing Presence is an annoyance like PreTail, but doesn't rely on you putting your goblins in TZs, and works even when they are prone.
First pick for Trolls scream Tentacles to me. He can move once per drive and then stand there doing a great job without the need to activate him again. Or slam him into a cage.
First pick for Trolls scream Tentacles to me. He can move once per drive and then stand there doing a great job without the need to activate him again. Or slam him into a cage.
I agree. I would develop both the Blitzers as killers: MB, Claw the either Piling On or Guard. That should help quite a lot against bashy teams.Grumbledook wrote:I'm not a fan of putting the blitzers on the LOS, with ST and Mutation access you can build them into really nasty killing maches
with a deep bench for fouling as well I'd look to try and take out the other team and get numbers up
Reason: ''
*This post may have been made without the use of a hat.
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Why would you give Pro to the troll? With Claw he's an instant killer and Block means you can use him as such. My Troll with Block followed by Claw is awesome. With Block I can use him as first things in a turn and that helps a lot in contingency planning on whether or not he fails Really Stupid or not.
Reason: ''
- cyagen
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- Location: Germany
A Warpstone troll is more then just a blocker. He need to throw gobos (an underrated tactic with underworld IMHO) and to keep is tackle zone at almost all cost if you are to succeed with that team therefore Pro.
@Joe Tentacles would be my third skill for the Troll.
@Joe Tentacles would be my third skill for the Troll.
Reason: ''
Kick off return was my idea :)
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621