Underworld? Whats that?
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Underworld? Whats that?
Hello guys,
Does anyone of you have any expirience playing the underworld team? There is a player in our shop (played a lot around 3rd edition, so he isnt a bad player I asume) who maybe wants to start playing again, and one of the teams hes interested in is the underworld team, but none of us has any expirience wih them and neither have I ever read something about them, so please share your expirience...
Does anyone of you have any expirience playing the underworld team? There is a player in our shop (played a lot around 3rd edition, so he isnt a bad player I asume) who maybe wants to start playing again, and one of the teams hes interested in is the underworld team, but none of us has any expirience wih them and neither have I ever read something about them, so please share your expirience...
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Hi poochee, not played them yet, but the fact that the gobbos get mutations as standard makes them sound like a fun squad to me 

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If you enjoy playing Stunty teams, then you'll like the Underworld roster.
If you want a roster that's going to (likely) be in contention for winning a league/tournament, look elsewhere.
If you want a roster that's going to (likely) be in contention for winning a league/tournament, look elsewhere.
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Chaos Pact look like a team that could dominate a league after a half dozen matches of skilling up.
I mean the Dark Elf Renegade can be easily turned into an interception machine, with his access to Agility and Mutation skills. Pass Block, Catch, Very Long Legs and Extra Arms, anyone? That's an interception on a 3+, with a reroll. Sure, it's also 51 SPP's, but it's very doable.
The Goblin makes for a good emergency one turn touchdowner as well. And he doesn't even really need any skills for that either.
The Skaven is less useful. Can't really see a good position for him.
The Marauders start off as Human Linemen (and are just as cheap), but have access to General, Strength, Passing and Mutation rolls! That is just a shockingly brilliant combo, that once you start getting Marauders with two skills your team becomes really versatile...
Access to three Big Guys is nice as well.
~Andromidius
I mean the Dark Elf Renegade can be easily turned into an interception machine, with his access to Agility and Mutation skills. Pass Block, Catch, Very Long Legs and Extra Arms, anyone? That's an interception on a 3+, with a reroll. Sure, it's also 51 SPP's, but it's very doable.
The Goblin makes for a good emergency one turn touchdowner as well. And he doesn't even really need any skills for that either.
The Skaven is less useful. Can't really see a good position for him.
The Marauders start off as Human Linemen (and are just as cheap), but have access to General, Strength, Passing and Mutation rolls! That is just a shockingly brilliant combo, that once you start getting Marauders with two skills your team becomes really versatile...
Access to three Big Guys is nice as well.
~Andromidius
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I don't think anybody who seriously wants to best contend for a championship is going to do it with a stunty team, yet the Underworld side is the best stunty roster out there. The most recent revision of the roster has done fairly well for itself over the last two seasons on MBBL and can put up a decent fight against a tier 1 team. They are certainly less of a joke than Gobbos or 'Flings.Darkson wrote:If you enjoy playing Stunty teams, then you'll like the Underworld roster.
If you want a roster that's going to (likely) be in contention for winning a league/tournament, look elsewhere.
Easy mutations makes for some highly effective early skills:
Gobbos: Two heads (dodge on a +2!)
Blitzers: Horns (duh)
Throwers: Extra Arms (allows them to also be great catchers).
If you get through the early attrition that this team suffers and skill up your Rats, you will have an extremely fast and nimble team that will catch many opponents on the counterattack. The gobbos are decent defensive speed bumps and the rats can exploit backfield turnovers just like a normal skaven team.
Their 2-turn passing game is pretty good too if you remember to keep a RR handy for animosity checks--speed and dodging mean that you can usually get 2-4 receivers downfield to force opponents to man-mark rather than pound you to smithereens.
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I got that same feeling. They seem like they'd be real tough to crack through.GalakStarscraper wrote:Except that so far in my league we haven't seen this at all.Andromidius wrote:Chaos Pact look like a team that could dominate a league after a half dozen matches of skilling up.
~Andromidius
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Hi Galak,
>Except that so far in my league we haven't seen this at all.
Not quite. But they're at 48% wins.
And that's without removing the games that are dragging them down because the were played before the team got buffed.
Do we happen to have the pre-buff WTL record?
Because if we yank out those games, they're starting to look pretty darn good.
As for the original question:
The underworld team is a lot of fun to play.
I think it is the team that best strikes the balance of "challenging, yet competitive".
If you don't mind losing some games, give them a go
Also, the MBBL website has some posts about Underworld tactics.
Cheers
Martin
>Except that so far in my league we haven't seen this at all.
Not quite. But they're at 48% wins.
And that's without removing the games that are dragging them down because the were played before the team got buffed.
Do we happen to have the pre-buff WTL record?
Because if we yank out those games, they're starting to look pretty darn good.
As for the original question:
The underworld team is a lot of fun to play.
I think it is the team that best strikes the balance of "challenging, yet competitive".
If you don't mind losing some games, give them a go

Also, the MBBL website has some posts about Underworld tactics.
Cheers
Martin
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It might appear that way, but funny enough, my Chaos pact side has performed worse in games where I fielded 3 big guys as opposed to to just 2. It's hard to be tough when your heavy-hitters are navel-gazing at crucial momentsfalconeyed wrote:I got that same feeling. They seem like they'd be real tough to crack through.GalakStarscraper wrote:Except that so far in my league we haven't seen this at all.Andromidius wrote:Chaos Pact look like a team that could dominate a league after a half dozen matches of skilling up.
~Andromidius
Galak

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An interception machine?Andromidius wrote:Chaos Pact look like a team that could dominate a league after a half dozen matches of skilling up.
I mean the Dark Elf Renegade can be easily turned into an interception machine, with his access to Agility and Mutation skills. Pass Block, Catch, Very Long Legs and Extra Arms, anyone? That's an interception on a 3+, with a reroll. Sure, it's also 51 SPP's, but it's very doable.
... The Marauders start off as Human Linemen (and are just as cheap), but have access to General, Strength, Passing and Mutation rolls! That is just a shockingly brilliant combo, that once you start getting Marauders with two skills your team becomes really versatile...
Access to three Big Guys is nice as well.

Human Linemen yes, exactly. The team has no Throwers, Blitzers or Catchers and so must spend those first two skill rolls compensating (mainly with Block and Guard).
Big Guys are the teams main weakness. At high TVs you'll need to rely on them, and that'll be game over.

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