Interesting, couple of thoughts in reply:
1: You can't regenerate ghouls and they only have armour 7
- You can't regenerate linerats and they only have armour 7 as well.
Granted, but losing linerats still leaves a Skaven team plenty of speed to cover, they're not exactly key players on a Skaven team. They're basically cannon fodder, and the same can't be said for Ghouls.
No other team can regenerate. Other teams may get one apothecary but once that's used they are just as vulnerable. When's the last time you played undead and walked away with only one casualty?
Point taken, but an apothecary can be used to protect key players, which is important in the long/mid term. Undead may well suffer less casualties than most, but it helps little if you regen. a rookie skeleton and a zombie with Block, and fail your AG 5 Wight roll.
2: Mummies only move 3 - you can avoid them.
- Nice in theory but doesn't work that way in practice. Any undead coach worth his salt will be marching the ball within 2 squares of both mummies at all times. It's extremely hard to break the ball loose from an escort like that.
Agreed, it's very difficult to stop a well coached Undead team from scoring (with most teams), but the name of the game against them is self preservation, delay, hammer the weak guys and ultimately outscore them. It's hard to stop them, but then it's not too difficult to score on them.
There is also the point that mummies are the only strength 5 player available to a team that does not carry with it a large chance of turning you over or ruining your play. Movement of 3 is a small price to pay in exchange for being able to use team rerolls and having full freedom to move at any time in the turn, or, for that matter, being able to actually move without standing around scratching their bandages leaving big holes where their tackle zones were.
Yep, but ( talking mid term onwards) Orcs can put 4 ST4 Black Orcs out, and a total of 8 players that can take Guard. Similarly Chaos, (except everybody can take Guard). So you can field an Ogre, 4 ST4 players and probably at least a couple of Guards v. a couple of Mummies. I know which side I'd rather be on!
3: Undead are tough at the start but develop poorly.
- Yes and no on this one. They are a lot tougher when everyone's TR 100 than they are when everyone's TR 200 but they are still very strong league team in the long haul.
For starters they simply don't lose nearly as many players as other teams. They rarely get casualties scored on them and even when they do, regenerate kicks in and keeps the numbers high. Once you have a numerical advantage on the pitch casualties become fewer and fewer and you lose fewer and fewer players.
Agreed, they don't lose as many long term, but Ghouls and Skeletons remain vulnerable, and you need to field some of them to maintain any kind of pace. In the longer term, regen. is a factor. On the field, it doesn't matter squat
for that drive, and you only get the one 50/50 chance anyway!
The lack of strength skills on blitzers is a good point but, frankly, under 2k1 there's very few strength skills I'd actually give them. They need doubles to get dodge just like most other non-elf blitzers, mighty blow and guard are 2 they miss out on but with the mummies they don't exactly hurt for it. They still get other lovely blitzer standards like tackle and strip ball so they are still highly effective.
Access to Guard on a running team I consider crucial, see answer above. I maintain my opinion that a 200TR Chaos, Dwarf or Orc team should be able to win the scrimmage war over Undead simply because of Guard access.
The remaining 20% are sharp coaches with an eye for a well rounded team and, when they develop their undead for actually winning games rather than solely hurting the opposition, they build an extremely potent team with few if any weaknesses.
In summary: yes, there are a few things that undead aren't perfect at, but my point is simply that these are not weaknesses to be exploited but simply factors of the game that coaches of most teams like humans, skaven, or orcs have to contend with.
Hmm..got a feeling that the same 20% could probably build an even more potent Orc team!

All teams have their strengths and weaknesses, I'd say that a 'sharp' coach will play to the former and play around the latter, no matter who they're coaching. I guess what I'm getting at is that the better coaches will win with any of the 'top tier' teams.
So far in our league I have a win record over 4 seasons of ~85%. That's using Skaven, Orcs and Lizardmen. I have a sneaking suspicion that if I was to take Undead for the next season my record would creep even higher. Part of my reason for posting this thread is to try to ascertain whether or not the power of Undead is my imagination or not. See, I'm keen to give them a go (and keen to paint up the team as well) but I don't want the rest of the league accusing me of picking an easy team.
Tricky, depends on season length/format etc.
If you're all starting TR100 you'll certainly get a jump (going back to the short/long term factor). I'd say one of the easier teams to begin with, but no more than competitive in the mid term onwards. What the hell, if you wanna paint and play with them, go with it, and if you sweep all before you then play Gobbos next time around!

Keep us informed, whatever!

-Woody
<font size=-1>[ This Message was edited by: Deathwing on 2002-03-09 01:15 ]</font>