Underworld Creepers
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- Leipziger
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Underworld Creepers
Got a game coming with the experimental Underworld Creepers vs the rather similar Skaven boys. Anyone got any tactical gems on playing with such a weak team?
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- GalakStarscraper
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Re: Underworld Creepers
Don't use the team from the BB Mag ... ugh and ick.Leipziger wrote:Got a game coming with the experimental Underworld Creepers vs the rather similar Skaven boys. Anyone got any tactical gems on playing with such a weak team?
Galak
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- Joemanji
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Who isn't going to field the full 8 skaven? Which makes for a team of skaven linemen with a few gobbo catchers, rather than a skaven/gobbo crossbreed as it should be.
What was the TBB version?
+ the infighting rule???
What was the TBB version?
Code: Select all
0-12 Goblins 40k 6 2 3 7 Dodge, Stunty, RS {A, Phys}
0-2 Skaven Linemen 50k 7 3 3 7 - {G, Phys}
0-2 Skaven Throwers 70k 7 3 3 7 Pass, Sure Hands {G, P, Phys}
0-2 Stormvermin 90k 7 3 3 8 Block {G, S, Phys}
Re-rolls = 70k
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- GalakStarscraper
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The vastly superior and more fun version that TBB had created and didn't beat the Browns ugh version for printing in BB Mag was:
UNDERWORLD CREEPERS
0-12 Goblin 40k 6/2/3/7 Dodge, Right Stuff, Stunty AG/PHY
0-2 Lineman 50k 7/3/3/7 GEN/PHY
0-2 Thrower 70k 7/3/3/7 Sure Hands, Pass GEN/PASS/PHY
0-2 Storm Vermin 90k 7/3/3/8 Block GEN/ST/PHY
Rerolls: 70,000
Big Guy: The Underworld Creepers team may not have any Big Guy players.
Standard Special Team Rules:
Roll D6 after each TD (not at half time) before KO rolls, subtract 1 if the Underworld Creepers is losing. On a 1 or less, a fight breaks out and one randomly chosen player in Reserves is injured. Roll on the injury table. Stunned results have no effect.
Also note that prolonged exposed to all the Warpstone of the Skaven, the Goblins of the Underworld Creepers are allowed physical skill rolls on doubles.
UNDERWORLD CREEPERS
0-12 Goblin 40k 6/2/3/7 Dodge, Right Stuff, Stunty AG/PHY
0-2 Lineman 50k 7/3/3/7 GEN/PHY
0-2 Thrower 70k 7/3/3/7 Sure Hands, Pass GEN/PASS/PHY
0-2 Storm Vermin 90k 7/3/3/8 Block GEN/ST/PHY
Rerolls: 70,000
Big Guy: The Underworld Creepers team may not have any Big Guy players.
Standard Special Team Rules:
Roll D6 after each TD (not at half time) before KO rolls, subtract 1 if the Underworld Creepers is losing. On a 1 or less, a fight breaks out and one randomly chosen player in Reserves is injured. Roll on the injury table. Stunned results have no effect.
Also note that prolonged exposed to all the Warpstone of the Skaven, the Goblins of the Underworld Creepers are allowed physical skill rolls on doubles.
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- Thadrin
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I was thinking about this...I wondered if it might not be good to up the number of Skaven Linemen allowed to 6, but put a cap on the total number of Skaven on the team at 6.
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- Darkson
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Just tried out a MBBL2 playtest against Zombie. Creepers vs. Dryads
Urgh!! I'm really going to have to pick the first game or 2 carefully! I conceded at the start of the 2nd half, 2-0 down, 6-0 cas, with only 6 fit players left (1 SV, 1 Linerat and 4 gobbo's). Starting to think they'll need some sort of boost, unless they're meant to be worse than the 2 stunties
Urgh!! I'm really going to have to pick the first game or 2 carefully! I conceded at the start of the 2nd half, 2-0 down, 6-0 cas, with only 6 fit players left (1 SV, 1 Linerat and 4 gobbo's). Starting to think they'll need some sort of boost, unless they're meant to be worse than the 2 stunties

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- Darkson
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Tbh, I'd rather start with the 2 SV and 2 throwers than "waste" one of those spaces on another linerat.Thadrin wrote:I was thinking about this...I wondered if it might not be good to up the number of Skaven Linemen allowed to 6, but put a cap on the total number of Skaven on the team at 6.
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Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.