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ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 5:55 pm
by mattgslater
Got a ST6 Mummy on my perpetual (FUMBBL[R]) Undead team, can't decide what to get him next.
Guard? Boring, but powerful.
Multiblock? Lots of potential, easy to negate.
Grab? Ever see Undead with 1TTD games? Almost everybody sets up 303 lines on me, so I'm unconvinced.
Break Tackle? Gotta luv the idea of dodging on a 0+TZ# without Loner, but MA3 doesn't speak to mobility skills.
I normally like Stand Firm Mummies (helps cope with MA3), but I think this guy has been blocked all of one time in the 4 games since he's leveled, so it would be a waste.
The team:
Mummies: ST6; Guard.
Wights: Rookie; Rookie.
Ghouls: Block/MB; Block/MB; Wrestle; Rookie.
Skel: Rookie.
Zombies: Block; Block; Rookie; Rookie; Rookie.
The plan, otherwise:
* Guard Mummy gets Stand Firm, duh. He takes a pounding, and that will help.
* Wight plan is to get Guard, then Stand Firm. Wights will be main non-desperation carriers until they skill. If one Wight takes too long to skill, he might become another killer with MB, then PO.
* Block/MB Ghouls get SS or Tackle next, depending on how things go with the Wights. Both just got MB; I was about to give one Guard, then I saw they both doubled and couldn't help myself.
* Wrestle Ghoul gets Frenzy next, then Kick.
* Rookie Ghoul gets Sure Hands, then Block, then Fend. Rookie Ghoul is #3 in my skilling tree.
* Next Z to skill gets Block, the rest get Dirty Player.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 5:59 pm
by Urb
unless you roll doubles or movement I say boring but powerful, gaurd.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 6:11 pm
by Wanchor
Multiblock, then Grab. Or the other way around as you prefer.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 6:19 pm
by inkpwn
I would say guard, like urb said its boring but that assist isn't going to move.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 6:41 pm
by mattgslater
If I get SF/Guard on one Mummy, and ST6/Guard on the other, then I'm a Wight skill away from having a truly freakish line to face off against agility teams. Even teams loaded on ST4 and Guard will just have to set up two guys in the 3 column, and be ready to dodge the other one out. Non-Frenzy big guys will still force me to put my ST6 guy in the midfield, which is now what I tend to do against big guys.
I've been thinking about defending against speed with a modified Arrowhead/Crossbow once I get a few more skills, using the ST6 guy (his name, fittingly, is Zillagod; the team has a Blue Öyster Cult theme) at left midfield, with stacked Ghouls or Ghoul/Z on the right.
Code: Select all
-- -- -- --|-- -- ZB MG ZB -- --|-- -- -- --
-- -- -- --|-- -- -- -- -- -- --|-- -- -- --
-- -- WG --|M6 -- -- GS -- -- WM|-- -- GS --
-- GB -- --|-- -- -- -- -- GW --|-- SD -- --
This probably indicates that my Wrestle Ghoul (Joan Crawford) should take Tackle over Frenzy. DT at 31.
Against bash, of course, it's not relevant. Z on the LOS, a cheap spine-screen, Mummies at safety so I can deploy them effectively.
It's also based on skilling both my Block/MB Ghouls, or getting two skills on a replacement. I've yet to lose a skilled Ghoul on this team, but rookie Ghouls drop like flies, and it's only a matter of time. They're both at 18 SPP now. I'm hoping MB will help them get into skilling range by the time I get my #4 Ghoul and my Wights developed some.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 7:02 pm
by mattgslater
@Urb: I'm okay with MA3. MA4 would be nice, but I'd rather have some oomph now. Obviously, any double would be welcome. At this point, I'd give him Block over ST7; he virtually never hits with 2d, unless I'm so lucky as to square him up on a big guy.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 7:05 pm
by nick_nameless
mattgslater wrote:Got a ST6 Mummy on my perpetual (FUMBBL[R]) Undead team, can't decide what to get him next.
Guard? Boring, but powerful.
Multiblock? Lots of potential, easy to negate.
Grab? Ever see Undead with 1TTD games? Almost everybody sets up 303 lines on me, so I'm unconvinced.
Break Tackle? Gotta luv the idea of dodging on a 0+TZ# without Loner, but MA3 doesn't speak to mobility skills.
I took SF when I had this choice. I have a SF/guard mummy and a S6/SF mummy Works nicely. Guard is next on the s6 guy, and on a singles roll grab is next on the SF/Guard guy. The idea was to have a line that acts as an immovable object in the center of the field, controlling that part of the pitch and then expanding territory from there. If the action moves to one side or another, I try to wheel the line and make the other team work in a smaller space.
EDIT: And I don't think it's a waste even if you are not getting blocked. Think of it as space control.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 7:10 pm
by Ulthuan_Express
If he's not being blocked, then give him Break Tackle to go and hit the people you want flattened.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 7:19 pm
by Urb
Gaurd for sure is the next logical normal skill. Doubles opens many possibilities. However the skill after gaurd would be interesting. As Ulthuan_Express mentioned break tackle. You could go into any cage with little fear of getting out blocked.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 7:52 pm
by mattgslater
I'm not amazingly sold on Guard for him, actually. Usually people try to steer clear of him, and if he ever does end up doubled, he can block one guy 2d or 3d and be ready to assist the next guy. Stand Firm tempts me, but would tempt me more if anybody ever actually tried to hit him. Mostly, I can force the opponent to mark him with a sacrificial JM or something; sometimes he has a clear place to go for space-denial purposes. My initial leaning is Break Tackle. But it's not like I wouldn't use Guard if I had it. He's always in the thick of the fighting.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 8:02 pm
by Urb
Mobility would allow you to use this guy more effectively so I can understand break tackle being the next skill. How good is it to go into a cage knowing you'll get a 2d block dodging in on a 3. Hmm tough choice there. Comes down to style of play. Can't see you going wrong with this guy reguardless of your choice.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 8:49 pm
by mattgslater
There are a few things that make Mummies blitzing cages better than their odds would otherwise be. One is that your opponent expects the Mummy to get stuck in, and will mark him. Another is that his low AG means he won't catch balls if he knocks them free. A third is that by doing one of the Ghouls' jobs, he can free that Ghoul up to retrieve.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 8:58 pm
by Urb
I'd actually want the mummy to pick up the ball however I've been there before and sometimes it's hard to score before the end of turn with a mv3 guy. Having to gfi twice per turn is nerve racking as well.
Beginning to like the break tackle idea more and more.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 10:04 pm
by B SIDE
Break Tackle and Stand Firm will be the skills that get this guy more blocks on turn 2. I'd probably take them in that order, with Block on doubles.
Re: ST6 Mummy, what next?
Posted: Fri Mar 18, 2011 10:07 pm
by mattgslater
Ha, that's kind of where I'm leaning now. half-die against rookie is reasonable if you really need a push. Half-die against SF is sucky. If he gets Break Tackle first, then gets doubles, he'll maybe take Dodge. Then I can use him to mark Wild Animals. If he doubles first, Block, then BT, then Guard over SF, and just try to keep Wrestlers out of position.
After all, if I'm making a 3+ dodge and a 2d hit, Dodge is better than Block. For one thing, it's harder to counter (Tackle, schmackle; I have Ghouls), and for another, turning 2/9 of dodges from failures into block attempts will come up more often and lead to more success than turning 1/12 of block attempts from total failures into either partial failures or successes.
Funny piece of team development. I played a game a few days ago against a really annoying opponent who conceded near the end of the match (stupid). I was kind of groggy, because I had only time for a morning game and had to play just as I rolled out of bed. The night before I'd resolved to go the Block-Fend route on Zs, and make the Skel the DP. I rolled doubles, but somehow didn't realize it. I guess I was annoyed that my opponent conceded, and so instead of thinking, "Yay! Doubles!" I was thinking, "why is the system asking if I want 'Accurate'? I just want Block. Where's Block?" and I bypassed a double. I realized my mistake immediately after I confirmed my selection, of course.
So the next game comes up, and what happens? His first two actions are a 1d block I wouldn't have taken unskilled, and a 2d block that yielded a skull/both result. Both got Casualties. So I'm happy I took Block after all.