how to start undead teams???

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ChrizzDoUrden
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how to start undead teams???

Post by ChrizzDoUrden »

hey guys! i just decided to play an undead team and i have no idea how i should start. i hope you can help me!

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ScottyBoneman
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Re: how to start undead teams???

Post by ScottyBoneman »

ChrizzDoUrden wrote:hey guys! i just decided to play an undead team and i have no idea how i should start. i hope you can help me!
2 Mummies,
2 Ghouls,
4 Wights,
3 Zombies
2 RR and 7 FF

Should work out. If you need more zombies, kill people. Other then that you should be good to get a Ghoul and then keeping buying RRs until about 5.

And don't forget to score with your wights. 50% of the scoring should be the target- it will keep you Ghouls from needing replacement and Get those Wights Tackle quicker then just CAS.

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Joemanji
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Post by Joemanji »

*don't mention the undead roster split - I mentioned it once, but I think I got away with it* :wink:

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Post by Peacemaker »

well then how would you start a necromancer team? :roll:

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ScottyBoneman
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Post by ScottyBoneman »

Peacemaker wrote:well then how would you start a necromancer team? :roll:
I wouldn't. You can take my Undead roster from my cold, dead hands.

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Post by Joemanji »

Okay. Although you type well for a corpse. :wink:

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Post by MickeX »

I've started three undead teams with

2x Mummys
4x Ghouls
5x Zombies

4x RRs
9x FF

Has been a very good setup to win games, even if it's a bit risky. But only one of these teams has had trouble with killed ghouls in the first games (before they get block).

IMHO, mummys and ghouls are the point of the undead team. Wights are just better zombies... :D

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Post by ScottyBoneman »

MickeX wrote:I've started three undead teams with

2x Mummys
4x Ghouls
5x Zombies

4x RRs
9x FF

Has been a very good setup to win games, even if it's a bit risky. But only one of these teams has had trouble with killed ghouls in the first games (before they get block).

IMHO, mummys and ghouls are the point of the undead team. Wights are just better zombies... :D

Micke
First let me say that Micke says this is a bit risky, and that should be acknowlege of the rest of this will seem even more obnxious then it is meant to be.

This roster has 4 players with AV7, no Apoth that are even vaguely able to score. 95% of all coaches will use every blitz they have to hit them, and foul them over and over again. If the Ghouls are stopped its over.

In my style, Wights are it. This is a team with 4 Blitzers that can regenerate, meaning you can get into any gritty situation and do as well or better. Anything they can't handle gets stopped by the Zombies and Mummies.

Another problem I have with this roster is the 5 zombies. They are cheap to get later, and likely free once or twice, but at most you want 5-6 on the roster. I think Micke would likely suggest that the 4 wights get purchased as they can be afford. My roster needs one more Ghoul and the rest of the cash is rerolls and the occassional replacements, but with 4 Wights out there the pressure really comes off the Ghouls.

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Post by Joemanji »

He's right - wights were the core of any successful old school Undead team. Ghouls often look like they are, but you need those alternate AG 3 players to keep your opponent guessing.

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Post by Kheldar »

My necros startet with.

1 Flesh Golem
1 Werewolf (they are so kewl)
2 Wight
2 Ghoul
5 Zombies
8 FF
3 RR

That gives you 5 AG3 players 2 with Block 2 with dodge 1 with catch...
One of your ghouls should take acurate, you hear right acurate not pass, if you roll a double on him. First choice for skills is block for sure. The Werewolf is your primary catcher and frees the sidelines from opponents players by frenzy or RSC.

3 RR give you something in the backhand.

Next players should be the 2 Wights and then at least 2 new RR, perhaps byuing one of them before the 4th Wight.


As Undead I would start with:

2 Mummy
2 Wight
2 Ghoul
6 Zombies
3 RR
9 FF

Good start for long run leage. 12 players. The Wights should follow up after the first good games. Later on you can go for more Ghouls, but before more RR.

The necroteam above had its first game yesterday made 3 cas (1 RIP whitch got me another zombie) and one TD, before my opponent conceeded, leaving enough money for second Werewolf ;-)

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Post by MickeX »

ScottyBoneman wrote:This roster has 4 players with AV7, no Apoth that are even vaguely able to score. 95% of all coaches will use every blitz they have to hit them, and foul them over and over again. If the Ghouls are stopped its over.
The reason I haven't had much trouble is that it's hard to target the ghouls properly, since they have dodge. With LRB a AV7 dodge player will normally survive. And it doesn't matter much if a ghoul gets niggled, they can be replaced later.

Even with 16 blocks with a player with block (but not tackle) against a non-block ghoul, you won't even get one casuality in the match. Ghouls can normally dodge away, and the zombies can tie up the opponents blitzers. Fouls won't make much of a difference without DP, and most opponents are reluctant to make a lot of fouls against an undead team (and rightly so). Targeting the ghouls is not a game-winning strategy unless you have a team with some developed bashing.

One assumption here though: that my undead will only have to play teams with more or less the same TR. And that they won't have to play more than at the most one dwarf team... :D

But all this is very dependent on playing style. I don't play very bashy with undead. I normally go for 3-turn TDs, with the ghouls running away while the rest of team ties up opponents. This won't work against elves though.
ScottyBoneman wrote:Another problem I have with this roster is the 5 zombies. They are cheap to get later, and likely free once or twice, but at most you want 5-6 on the roster. I think Micke would likely suggest that the 4 wights get purchased as they can be afford. My roster needs one more Ghoul and the rest of the cash is rerolls and the occassional replacements, but with 4 Wights out there the pressure really comes off the Ghouls.
The zombies are just 30k, and likely to get hurt anyway. The saving on the 4th RR is 70k, and it will be much more crucial to me to win games.

Unless I have 90k after the first match, I buy yet another zombie before I start buying wights. Fielding a full team every drive is more important to me than to replace zombies with their bigger brothers.

Micke

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Post by ScottyBoneman »

MickeX wrote:The zombies are just 30k, and likely to get hurt anyway. The saving on the 4th RR is 70k, and it will be much more crucial to me to win games.

Unless I have 90k after the first match, I buy yet another zombie before I start buying wights. Fielding a full team every drive is more important to me than to replace zombies with their bigger brothers.
Micke
For those watching I have to emphasize something that Micke has mentioned. Perhaps more then any other team, in my opinion, the Undead can be played in a really huge variety of ways. I think my strategy is significantly different the Micke’s but we both go for 2-3 turn TDs. My Detroit Dead Things on PbemBBL have the basically the same amount of TDs as CAS.

To his points, the 2 extra Rerolls are a temptation- you are saving 140K to your team development there. On the other hand, the total price tag for my next players is 70K Ghoul + 30K Zombie, vs 4x60K Wights + 30K Zombie so it comes out about even there.

In my style, however I like to field about 3 zombies at a time when I have a choice. With the Mummies it is 5 total for the LoS, with the one with kick off it.

This is because I want 6 players on the field with AG3 and speed. In my case this is 4 Wights and 2 Ghouls. With others, it might be more Ghouls and possibly less Wights. Some coaches will even play 4 Ghouls, 4 Wights leaving space for 1 Zombie on the pitch. Personally don’t like having to pay for and carry the TR of at least 3 players that are ‘riding the pine’ for most games at least until the team if fairly advanced.

Another significant difference is our view of Wights. With my view as them as core players, I want to buy them and get them SPPs as quickly as I can so that I have 4 players out there with Tackle. It sounds like on defence Mecke is relying on the Ghouls to pressure the ball-carrier without having block and I am not sure I would be comfortable with that.

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Post by MickeX »

ScottyBoneman wrote:Another significant difference is our view of Wights. With my view as them as core players, I want to buy them and get them SPPs as quickly as I can so that I have 4 players out there with Tackle. It sounds like on defence Mecke is relying on the Ghouls to pressure the ball-carrier without having block and I am not sure I would be comfortable with that.
Yep, in at least the first match it definitely is a problem with not having a single block player to go after opponents with dodge. If I wasn't such a FF9 fundamentalist I'd go down to FF7 and change one ghoul into a wight.

But getting 6 spps for a ghoul is normally no problem, and a MA 7 blodge player is a lot better for sacking ballcarriers. Even with 4 RRs I try not to dodge out with wights.

The reason I prefer not giving SPP:s to wights for quite some time is that they only have Gen skill access. I give one kick, then get tackle for them. Maybe strip ball could be nice, but I haven't really got much use for more skills on them.

If they do get a stat upgrade or a double though, that's great. Then they'll be worth hogging SPPs on: +MA is good with Shadowing, +AG is nice with Pass Block, +ST with Strip Ball.

Ghouls get Block, Sidestep and Diving Tackle. And the gen skills Sure Hands, Pass Block and Tackle are very useful on them too. When they get SPPs, there's always something very useful to take for them.

But, just to make sure noone misses this, it all comes down to playing style. I would most probably do a lot worse than ScottyBoneman with all the wights since I'd use them in the wrong way, and the other way around.

MickeX

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Post by ScottyBoneman »

MickeX wrote:But, just to make sure noone misses this, it all comes down to playing style. I would most probably do a lot worse than ScottyBoneman with all the wights since I'd use them in the wrong way, and the other way around.

MickeX
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