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Undead and Guard
Posted: Mon Aug 26, 2013 1:56 am
by BCH
Considering putting the guard skill on a blodge Ghoul for mobility reasons instead of losing 10k in tournament TV and guarding up a Wight. What do you Undead experts think?
Re: Undead and Guard
Posted: Mon Aug 26, 2013 3:41 am
by Stimme
Not an Undead expert, but I always love it when the other coach puts a ghoul in base contact with my players. They die easily (again) and are guaranteed not to come back.
Re: Undead and Guard
Posted: Mon Aug 26, 2013 6:21 am
by Elyoukey
Stimme wrote:They die easily (again) and are guaranteed not to come back.
Actually ghouls are not dead (not even once).
concerning the guard ghoul it depends on the rest of your team, if you have 2-3 other guards, i think it is good, if not, the ghoul will be the main target and will get killed fast.
There is an illusion of mobility with the dodge skill, but a 3+ dodge is not always that clever considering that you may loose a 120k player, a turn and probably the ball on a failure (1/9).
my 2 cents
Sv: Undead and Guard
Posted: Mon Aug 26, 2013 8:06 am
by el Superbeasto
Elyoukey wrote:Stimme wrote:They die easily (again) and are guaranteed not to come back.
Actually ghouls are not dead (not even once).
Damn, you beat me to it.
I'd leave guard to the mummies and wights. Your ghoul will be better off with sure hands, fend, or side step.
Re: Undead and Guard
Posted: Mon Aug 26, 2013 9:43 am
by Elyoukey
you may consider leader as a double, the effective cost droping from 70k to 30k for the 3rd reroll.
Re: Undead and Guard
Posted: Mon Aug 26, 2013 2:49 pm
by natsirtm
I'm guessing this is for Chaos Cup and there is no Leader.
Brian - are you already taking Block on both Mummies? I would probably suggest Dodge on your Wight with Guard over putting Guard on a Ghoul.
Re: Undead and Guard
Posted: Mon Aug 26, 2013 6:15 pm
by BCH
Yes this is for CC. Was going to take humans (still might) but I did not really feel competitive with them at Gen Con. Kicking around the idea of something new (undead) or my old stand by (dwarves). Played some test build games months ago with a 4 guard undead team and 3 rerolls and it went really well. So really all suggestions are appreciated. TV of 1 mil with 150k for skills and no skill more then 4 times (no leader at all).
Re: Undead and Guard
Posted: Tue Aug 27, 2013 4:58 pm
by natsirtm
Aren't you sick of mass guard by now

(remembering your ZB roster vs. my goblins ATM - so annoyed I didn't pull a tie out of that one!)
Re: Undead and Guard
Posted: Tue Aug 27, 2013 5:30 pm
by BCH
It's my comfort zone. You had me sweating in that game

Re: Undead and Guard
Posted: Wed Aug 28, 2013 12:17 am
by natsirtm
If you are
BCH wrote:Kicking around the idea of something new
shouldn't you get outside your comfort zone

Whatever you do, don't go without a frenzy or a tackle.
Re: Undead and Guard
Posted: Wed Aug 28, 2013 2:47 pm
by burgun824
Add me to the no guard list.
I like to keep (1) ghoul with block/sure hands for ball carrying and (1) ghoul with wrestle/tackle for ball striking. I really try not to stray from this formula too much because they die too easily and shouldn't be left in base contact to absorb free shots if at all possible.
Re: Undead and Guard
Posted: Wed Aug 28, 2013 8:56 pm
by BCH
How does this build look?
Mummy with Block
Mummy
Ghoul with Sure Hands and Block
Ghoul with Wrestle and Tackle
Ghoul
Wight with Guard
Wight with Guard
Zombie
Zombie
Zombie
Skeleton
RR X 3
Only 2 guard Trist, not really spamming right?

Re: Undead and Guard
Posted: Thu Aug 29, 2013 3:31 pm
by burgun824
I would try this:
Mummy w/ Guard
Mummy w/ Guard
Ghoul w/ Sure Hands & Block
Ghoul w/ Wrestle & Tackle
Wight w/ PO & MB
Wight
Zombie
Zombie
Zombie
Zombie
Skeleton w/ DP
RR X 3
PS - Check my math on that
Re: Undead and Guard
Posted: Thu Aug 29, 2013 5:44 pm
by natsirtm
Are you completely sold on 3RR? I personally feel 210K spent on rerolls is a bit wasteful.
Losing the 3rd gives you another ghoul which is great on the bench until needed.
I would go for 12 players - especially if you plan to foul (which the skelly is GREAT for!)
I have also been rethinking all zombie LOS since watching Sol play Undead. The extra point of MV can really help.
Also I would suggest spreading the wrestle and tackle. Ghouls are easy to lose, you don't wanna lose both those skills with one shitty dodge.
You really want your wights to be hitters, so having guard on them both is a bit meh.
Mummy - Block
Mummy - Guard
Wight - Frenzy or Tackle or Mighty Blow (I like Frenzy - it narrows the field which helps your slower players keep involved and is useful vs. everyone)
Wight - Guard
Ghoul - Block/Sure Hands
Ghoul - Wrestle
Ghoul
Ghoul
Zombie
Zombie
Skeleton
Skeleton
2 Rerolls
2 guard is not ridiculous - although with the S5 and lots of LOS/Cage fodder I might be tempted to do one wight w frenzy & one wight w tackle.
Re: Undead and Guard
Posted: Thu Aug 29, 2013 7:09 pm
by Kikurasis
My team last year was:
Mummy (Block)
Mummy (Leader)
Wight (Frenzy)
Wight (Frenzy)
Ghoul (Wrestle)
Ghoul (Block)
Skeleton (Kick)
Skeleton
Skeleton
Zombie
Zombie
Zombie
2x RR
Different ruleset, but I wouldn't change much. For this year, I'd go:
Mummy (Block)
Mummy (Guard)
Wight (Frenzy)
Wight (Frenzy)
Ghoul (Wrestle)
Ghoul (Block, Sure Hands)
Skeleton
Skeleton
Skeleton
Zombie
Zombie
Zombie
3x RR
Maybe drop a RR for a could of extra Skellies or Zombies to foul with (depending on your style).
Tristen is correct, though -- Frenzy is the way to go with the Wights. Wide-zone protection, plus as a psuedo-Tackle it works.