Anyone playing Underworld ?
- Axtklinge
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Anyone playing Underworld ?
Hi!
I wonder if anyone already playing Underworld?
As I've read somewere they're a somehow downgraded version of Skaven, yet the access to mutations sounds like it might turn them into a fun/intersting team to play.
Has anyone tried them?
Can "mutations" actualy turn them into a competitive team, or are all those gobbos bound to get smacked into oblivion sooned or later?
Cheers
Axt.
I wonder if anyone already playing Underworld?
As I've read somewere they're a somehow downgraded version of Skaven, yet the access to mutations sounds like it might turn them into a fun/intersting team to play.
Has anyone tried them?
Can "mutations" actualy turn them into a competitive team, or are all those gobbos bound to get smacked into oblivion sooned or later?
Cheers
Axt.
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plasmoid is doing well with them in the MBBL I believe
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They are actually a pretty decent roster. They take a lot of positioning attention, but if you play them like pesky agile side, you can win against Tier 1 rosters.
You only have to try and keep your blitzers and throwers alive as every ther player is interchangeable (even the troll). Very few of your gobbos will live to get their second skill, but a two headed or horned gobbo is damn useful regardless.
You only have to try and keep your blitzers and throwers alive as every ther player is interchangeable (even the troll). Very few of your gobbos will live to get their second skill, but a two headed or horned gobbo is damn useful regardless.
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- Axtklinge
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I havent tried them, and only spent a few minutes looking at the roster, but the way I'm looking at it, I might use the skaven to do all the passing/running/catching game.
Blitzers would develop as scorers, the Throwers might be diferenciated as defensive/offensive throwers, and the other skaven linem...rats would probably end up as defensive blitzers (Block/Tackle/strip ball).
The gobbos would have "fill the gap" role with skills like Horns, Extra Arms, Disturbing Presence, or even Claws...
Any different ideas on how to develop them?
Blitzers would develop as scorers, the Throwers might be diferenciated as defensive/offensive throwers, and the other skaven linem...rats would probably end up as defensive blitzers (Block/Tackle/strip ball).
The gobbos would have "fill the gap" role with skills like Horns, Extra Arms, Disturbing Presence, or even Claws...
Any different ideas on how to develop them?
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Hi Axtklinge,
I've done well with them - and I love them. It should be noted though, that I'm a very experienced coach, and a veteran stunty coach to boot. It should also be noted that in the MBBL, there are lots of opponents choose from, so I haven't had too many truly deadly opponents.
The team ended up with a WTL of 12-5-3, winning the MBBL Spike! 2 years running.
I had a thread on creeper tactics on the SBG forum, but the forum is now closed, and I don't think the replacement forum ever got activated.
But check out this:
viewtopic.php?t=23551&highlight=creepers
And these (MBBL):
http://www.midgardbb.com/MBBL/forum/vie ... d+creepers
http://www.midgardbb.com/MBBL/forum/vie ... d+creepers
...and there may be more
But in a nutshell:
I might use the skaven to do all the passing/running/catching game.
Good choice
Blitzers would develop as scorers, the Throwers might be diferenciated as defensive/offensive throwers, and the other skaven linem...rats would probably end up as defensive blitzers (Block/Tackle/strip ball).
I use the throwers (almost) exclusively for running the ball.
Blitzers do LOS duty with the troll (- risky, I know).
The linemen try for blodge, blackle or wrackle.
The gobbos would have "fill the gap" role with skills like Horns, Extra Arms, Disturbing Presence, or even Claws...
All good choices for 2nd skill.
First skill has to be 2-heads for the majority of your gobbos.
Cheers
Martin
I've done well with them - and I love them. It should be noted though, that I'm a very experienced coach, and a veteran stunty coach to boot. It should also be noted that in the MBBL, there are lots of opponents choose from, so I haven't had too many truly deadly opponents.
The team ended up with a WTL of 12-5-3, winning the MBBL Spike! 2 years running.
I had a thread on creeper tactics on the SBG forum, but the forum is now closed, and I don't think the replacement forum ever got activated.

But check out this:
viewtopic.php?t=23551&highlight=creepers
And these (MBBL):
http://www.midgardbb.com/MBBL/forum/vie ... d+creepers
http://www.midgardbb.com/MBBL/forum/vie ... d+creepers
...and there may be more
But in a nutshell:
I might use the skaven to do all the passing/running/catching game.
Good choice

Blitzers would develop as scorers, the Throwers might be diferenciated as defensive/offensive throwers, and the other skaven linem...rats would probably end up as defensive blitzers (Block/Tackle/strip ball).
I use the throwers (almost) exclusively for running the ball.
Blitzers do LOS duty with the troll (- risky, I know).
The linemen try for blodge, blackle or wrackle.
The gobbos would have "fill the gap" role with skills like Horns, Extra Arms, Disturbing Presence, or even Claws...
All good choices for 2nd skill.
First skill has to be 2-heads for the majority of your gobbos.
Cheers
Martin

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plasmoid wrote: First skill has to be 2-heads for the majority of your gobbos.
Cheers
Martin


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I'm trying out an Underworld team in MBBL.
The biggest problem I seem to face are the goblins. I have no solid idea what to do with them. So far they're not a factor in any of my plans (expect TTM) and they just seem to stand around until they end up in the KO or cas boxes. Mostly I use them for screening, assisting and negating assists. Their dodging is too unreliable, so I usually leave it for late in the turn, and the skaven are faster. I've never played a stunty team before and that would probably have helped. Skillwise Two Heads definitely seems like the best choice for the goblins and actually it might be a good choice for at least one of the Skaven as well.
The biggest problem I seem to face are the goblins. I have no solid idea what to do with them. So far they're not a factor in any of my plans (expect TTM) and they just seem to stand around until they end up in the KO or cas boxes. Mostly I use them for screening, assisting and negating assists. Their dodging is too unreliable, so I usually leave it for late in the turn, and the skaven are faster. I've never played a stunty team before and that would probably have helped. Skillwise Two Heads definitely seems like the best choice for the goblins and actually it might be a good choice for at least one of the Skaven as well.
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Hi!
I finally get the time to post.
Once again thank you plasmoid for your links and post.
Its very usefull to have an insight from someone that is using the team and that already has a few games with it.
I've been working on what will hopefully be my underworld team (gathering some models, choping and converting others), but with this festive season my league has slowed down to nill games per week (we all have jobs and familys in different places so we actually meet less in holliday time than in working weeks).
Anyway, I agree on most of your comments about the team yet, as I havent regularly played any Gobbo team, one thing leaves me curious: do gobbos usually live to get second skills?
We've been having a gobbo team in our league the past 3 or 4 seasons, and they do die in droves!
Maybe the guy is unlucky or just over exposes them, but I've been with the impression that they have a very low surviving rate, despite having dodge from the start.
I'm probably wrong.
In fact, with the prospect of building my self a Underworld team, I HOPE I'm wrong.
Skaven Thrower: I agree on the Extra Arms/Accurate.
The second one I might try to build it differently (Big hand and Nerves of Steel), that way one would be Offensive and the other Defensive.
On the skaven Blitzers issue (using them on the LOS), I dont realy know what to say... with their low armour the kind of fight they'll be exposed to in the LOS, I fear they wont last long, and arent exactly the cheapest models in the team to replace.
I supose I'd rather risk loosing a gobbo or two than the skaven blitzers. (Besides the Gobbos have Dodge, and that helps keeping them on their feet. I hope.
)
Due to their extra durability (from the Block) perhaps Extra Arms+Two Heads or Extra Arms+Nerves of Steel would make them good 2-turners (I mean after a hand off or a quick pass from the throwers).
For the Skaven lineman, I might try to make 'em defensive blitzers (Block+Tackle or Block+ Strip Ball).
The idea of getting a gobbo Catch to skill up other players sounds very interesting, and I wonder what would be the probabilities for that same trick if the gobbo had Extra Arms instead of Catch. That would help him in pickups too, if there was the need.
And, how about Claw in one of the little fellows?
Suicide or a bad surprise for opposing teams?
And what other skills would combine with it (Dauntless, Horns,...)?
Cheers,
Axt
I finally get the time to post.
Once again thank you plasmoid for your links and post.
Its very usefull to have an insight from someone that is using the team and that already has a few games with it.
I've been working on what will hopefully be my underworld team (gathering some models, choping and converting others), but with this festive season my league has slowed down to nill games per week (we all have jobs and familys in different places so we actually meet less in holliday time than in working weeks).
Anyway, I agree on most of your comments about the team yet, as I havent regularly played any Gobbo team, one thing leaves me curious: do gobbos usually live to get second skills?
We've been having a gobbo team in our league the past 3 or 4 seasons, and they do die in droves!
Maybe the guy is unlucky or just over exposes them, but I've been with the impression that they have a very low surviving rate, despite having dodge from the start.
I'm probably wrong.
In fact, with the prospect of building my self a Underworld team, I HOPE I'm wrong.

Skaven Thrower: I agree on the Extra Arms/Accurate.
The second one I might try to build it differently (Big hand and Nerves of Steel), that way one would be Offensive and the other Defensive.
On the skaven Blitzers issue (using them on the LOS), I dont realy know what to say... with their low armour the kind of fight they'll be exposed to in the LOS, I fear they wont last long, and arent exactly the cheapest models in the team to replace.
I supose I'd rather risk loosing a gobbo or two than the skaven blitzers. (Besides the Gobbos have Dodge, and that helps keeping them on their feet. I hope.

Due to their extra durability (from the Block) perhaps Extra Arms+Two Heads or Extra Arms+Nerves of Steel would make them good 2-turners (I mean after a hand off or a quick pass from the throwers).
For the Skaven lineman, I might try to make 'em defensive blitzers (Block+Tackle or Block+ Strip Ball).
The idea of getting a gobbo Catch to skill up other players sounds very interesting, and I wonder what would be the probabilities for that same trick if the gobbo had Extra Arms instead of Catch. That would help him in pickups too, if there was the need.
And, how about Claw in one of the little fellows?
Suicide or a bad surprise for opposing teams?
And what other skills would combine with it (Dauntless, Horns,...)?
Cheers,
Axt
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I got four skills on my Underworld team after the third match: on the troll, two throwers and one blitzer.
The troll rolled doubles and got Block. The blitzer got Guard.
On the two throwers I gave one Extra Arms and the other Accurate. I took Accurate because I'm still a little worried about my offence and a reliable passing option seems wonderful. Most of my offensive TD's so far have involved short or quick passes. The Extra Arms is a bit frustrating so far because of the lack of reliable dodging, so in defence the thrower can easily be tied up elsewhere when the ball hits the ground. Maybe Two Heads on this guy would be a good second skill, although giving every Skaven Block or Wrestle early seems like a priority too.
The troll rolled doubles and got Block. The blitzer got Guard.
On the two throwers I gave one Extra Arms and the other Accurate. I took Accurate because I'm still a little worried about my offence and a reliable passing option seems wonderful. Most of my offensive TD's so far have involved short or quick passes. The Extra Arms is a bit frustrating so far because of the lack of reliable dodging, so in defence the thrower can easily be tied up elsewhere when the ball hits the ground. Maybe Two Heads on this guy would be a good second skill, although giving every Skaven Block or Wrestle early seems like a priority too.
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I've played around a little with this team (not as much as I could have, mind) but I've found that one or two 'big hand' gobbos to go in with all the two headed ones can work pretty well for ball extraction. If one two headed gobbo gets to two skills before you have two big handed ones, then a big handed gobbo is a real bugger for your opponents to deal with.
On the other hand, given the goblin injury rates, you may find a guy with both two hands and a big head to be surprisingly... short lived.
On the other hand, given the goblin injury rates, you may find a guy with both two hands and a big head to be surprisingly... short lived.
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I'm at 1/1/1 right now with the fourth game in its final quarter. The fourth game could go either way yet (I'm up 1-0, but my opponent is almost certain to score soon), but if given even odds I'd put my money on a draw.Axtklinge wrote:What role do you gobbos take in your team Ullis?
How about the win/tie/loss ratio of the team?
I don't really have a clear role for the gobbos, and that looks like a clear problem. They're mostly used as threats in the back field and relatively mobile assists. The access to Mutations will allow for specialisation for each gobbo to skill up. As Chosengobbo pointed out, a ball-extractor could be a good idea, although I'm not sure about whether to take Extra Arms or Big Hand after Two Heads.
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Hi Axtklinge,
here is my take:
Either way, 2heads helps them survive.
They're less likely to fall over and die when dodging.
And they're less likely to be stood up next to something nasty, because you don't dare risk a dodge.
And they're less likely to be stranded in a bad position, because one of their mates fell over and caused a turnover.
Did I mention that I think 2heads is a must
Also, your skaven (blitzers) and the troll can draw away some attention. And because you can do some reliable blocking, you're less likely to have everything slaughtered.
They're not so super great that getting one KOd will lose you the game.
But consider the odds.
If you're facing block players, a gobbo will be removed from the pitch 13% of the time, and a skaven blitzer just 5% of the time. And that's not even considering that the gobbo could easily get caught in a 3dice block.

If you have a team reroll to use, then the options are actually equal.
I'd take claw on the guy that is likely to be blitzing (ST3 + block), rather than on a guy that requires multiple assists, and is a turnover risk even when he has them.
BTW - my team is here:
http://www.midgardbb.com/MBBL/teamView.php?teamid=577
(12-5-3 WTL)
And a friend of mine, who is a veteran, but not a big long-term-planner has gone 4-0-3 (WTL) with these:
http://home.worldonline.dk/nyskes/bbowl ... rworld.htm
Cheers
Martin
here is my take:
Well, if you use the new stunty rule, then that helps a bit.do gobbos usually live to get second skills?
Either way, 2heads helps them survive.
They're less likely to fall over and die when dodging.
And they're less likely to be stood up next to something nasty, because you don't dare risk a dodge.
And they're less likely to be stranded in a bad position, because one of their mates fell over and caused a turnover.
Did I mention that I think 2heads is a must

Also, your skaven (blitzers) and the troll can draw away some attention. And because you can do some reliable blocking, you're less likely to have everything slaughtered.
I see it like this:On the skaven Blitzers issue (using them on the LOS), I dont realy know what to say... [snip] I fear they wont last long, and arent exactly the cheapest models in the team to replace.
They're not so super great that getting one KOd will lose you the game.
But consider the odds.
If you're facing block players, a gobbo will be removed from the pitch 13% of the time, and a skaven blitzer just 5% of the time. And that's not even considering that the gobbo could easily get caught in a 3dice block.
Well, you could always throw to a thrower with extra armsThe idea of getting a gobbo Catch to skill up other players sounds very interesting, and I wonder what would be the probabilities for that same trick if the gobbo had Extra Arms instead of Catch.

If you have a team reroll to use, then the options are actually equal.
And, how about Claw in one of the little fellows?
I'd take claw on the guy that is likely to be blitzing (ST3 + block), rather than on a guy that requires multiple assists, and is a turnover risk even when he has them.
BTW - my team is here:
http://www.midgardbb.com/MBBL/teamView.php?teamid=577
(12-5-3 WTL)
And a friend of mine, who is a veteran, but not a big long-term-planner has gone 4-0-3 (WTL) with these:
http://home.worldonline.dk/nyskes/bbowl ... rworld.htm
Cheers
Martin
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