New skills for a developed Underworld team
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New skills for a developed Underworld team
Time for some Underworld love. I'm looking for skill ideas for a few rats. I'm in the middle of a game on MBBL with this team, but if my opponent sees this I don't think his feelings will be hurt even if I'm planning for the post game already. The game crossed the line into absurdity when the opposing lizardmen team suffered two casualties in it's own turn on top of the four I'd caused so far.
What I have is this:
Troll: Block, Claw (25 spp's)
Blitzer: (0 spp's)
Blitzer: MB, Claw, new skill (32 spp's)
Thrower: Accurate, Block, new skill (31 spp's)
Thrower: Extra Arms, Block (26 spp's)
Lineman: Block, Tackle (21 spp's)
Lineman: Block (11 spp's)
Goblin: Horns (6 spp's)
Goblin: Two Heads (10 spp's)
Goblin: Two Heads (8 spp's)
2 goblins with nothing
4 rerolls, 6 FF
The TV is only 141 which is pretty low given the amount of skills I have. After this game it'll go up to around 150 because I'll be buying at least one more goblin.
So I'll be skilling up at least a blitzer and a thrower. I'm thinking Piling On for the blitzer to go with MB and Claw on a normal roll but doubles could be Dodge. That could actually be wasted on this guy as hurting stuff is what he does best.
On the thrower I really don't know. If I get doubles I'm thinking Strong Arm to really get a reliable passing option, but on a normal roll I'm not sure. A utility skill like Kick might be ok instead of thrower skills, but I'm not sure whether I need someone with Kick in the first place for this team.
Goblins will get more Two Heads if they get skills and the Two headed ones will get Big Hand.
What about the Troll when he skills up (hopefully soon)? I positively love him since he has Block. Guard seems ok, especially as my Guard Blitzer's career ended earlier, but is that selling short the troll's potential?
What I have is this:
Troll: Block, Claw (25 spp's)
Blitzer: (0 spp's)
Blitzer: MB, Claw, new skill (32 spp's)
Thrower: Accurate, Block, new skill (31 spp's)
Thrower: Extra Arms, Block (26 spp's)
Lineman: Block, Tackle (21 spp's)
Lineman: Block (11 spp's)
Goblin: Horns (6 spp's)
Goblin: Two Heads (10 spp's)
Goblin: Two Heads (8 spp's)
2 goblins with nothing
4 rerolls, 6 FF
The TV is only 141 which is pretty low given the amount of skills I have. After this game it'll go up to around 150 because I'll be buying at least one more goblin.
So I'll be skilling up at least a blitzer and a thrower. I'm thinking Piling On for the blitzer to go with MB and Claw on a normal roll but doubles could be Dodge. That could actually be wasted on this guy as hurting stuff is what he does best.
On the thrower I really don't know. If I get doubles I'm thinking Strong Arm to really get a reliable passing option, but on a normal roll I'm not sure. A utility skill like Kick might be ok instead of thrower skills, but I'm not sure whether I need someone with Kick in the first place for this team.
Goblins will get more Two Heads if they get skills and the Two headed ones will get Big Hand.
What about the Troll when he skills up (hopefully soon)? I positively love him since he has Block. Guard seems ok, especially as my Guard Blitzer's career ended earlier, but is that selling short the troll's potential?
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- mepmuff
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I agree with Mep re: tentacles. It works nicely on a troll. For the blitzer, I'd go with 2 heads. I have a star underworld blitzer (45 Spps and counting) and he has 2 heads, horns and claw (we are using LRB6 so horn is better). The extra agility is great
On a double, I'd take one of dodge/sidestep/diving tackle.
For your thrower, Big hand or Extra Arms for ball retrieval or maybe HMP. On a double, strong arm is not a bad choice.

For your thrower, Big hand or Extra Arms for ball retrieval or maybe HMP. On a double, strong arm is not a bad choice.
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Some nice ideas here. I obviously have to give the Mutations skills a new look.
Tentacles I hadn't thought of, although I like to block with the troll every turn if possible so I'm not too sure about a skill where I might be better off not activating him.
Two Heads on the rats seems like a really good choice. It brings a lot of mobility to the team.
Tentacles I hadn't thought of, although I like to block with the troll every turn if possible so I'm not too sure about a skill where I might be better off not activating him.
Two Heads on the rats seems like a really good choice. It brings a lot of mobility to the team.
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Blitzer - Piling On would be great, but don't discount Tackle or Frenzy here. Depending on your league, they could be just as deadly. Guard would also be nice on this guy at some point. I think the Two Heads route is a separate one from the killer this guy deserves to be.
Thrower - Lots of options here. I might consider Two Heads here, or Fend, or Leader. Just don't know ... I'll mull it over some more.
Troll - Must have Tentacles on his next roll. What a monster.
Thrower - Lots of options here. I might consider Two Heads here, or Fend, or Leader. Just don't know ... I'll mull it over some more.
Troll - Must have Tentacles on his next roll. What a monster.
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As extra thoughts.
Do you throw to goblins much? If so, consider Pro for the failed Animosty test, especially as you're not going to invest in Diving Catch. Also, do you find you've burned your rerolls regularly? If so, take Leader.
I know Piling On is a good choice, but I'm wary of that on an underworld team (regular Skaven I'd take it on that player like a shot), just because you have so few non-Stunty players, you don't want to make them a bigger target than they already are. I'd consider Guard, just because you haven't got it (any more).
For the troll, Tentacles.
Do you throw to goblins much? If so, consider Pro for the failed Animosty test, especially as you're not going to invest in Diving Catch. Also, do you find you've burned your rerolls regularly? If so, take Leader.
I know Piling On is a good choice, but I'm wary of that on an underworld team (regular Skaven I'd take it on that player like a shot), just because you have so few non-Stunty players, you don't want to make them a bigger target than they already are. I'd consider Guard, just because you haven't got it (any more).
For the troll, Tentacles.
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Not much as I'd like to.Darkson wrote:Do you throw to goblins much?

My troll's munched on a few goblins or then he gets all stupid most of the time. I think Pro on doubles would be good as it'd help in everything the troll does, instead of just hitting stuff. Frenzy would be tempting as well, but given MV4 it's not as good as it could be.
Leader seems like a really good idea. I can't remember being too short of rerolls, but it would also give me the opportunity to drop a normal reroll. Underworld has access to excellent inducements so TV management is something I'd like to keep in mind and rerolls are 70k.
I don't think I have any choice with Piling On as the idea is just too alluring.
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I seem to have misread the question! No, I don't actually throw to the goblins too often and I guess that I wouldn't be too comfortable using Pro on the failed Animosity. I think Leader would help with that too, especially if I don't fire a reroll after taking Leader as I'd be more likely to have a reroll for it.Darkson wrote:Do you throw to goblins much?
On a second thought, having a reroll for the catch would be very nice too, but Pro would still be something of a niche skill on a thrower.
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While I agree, I find that on an Underworld team it's very useful. I throw to goblins quite a bit, but also make sure I have a rat somewhere in range (assuming I need to get rid of the ball, such as a hulking orc Blitzer running full pelt at me!), and I find Pro is just an extra insurance to throw the ball where I want to, rather than "wasting" a reroll on it.Ullis wrote:On a second thought, having a reroll for the catch would be very nice too, but Pro would still be something of a niche skill on a thrower.
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Well, the game is over and I got three new skills. Doubles for the blitzer and normal rolls for the thrower and the linerat with Block.
The doubles threw me off somewhat as I was so dead set on Piling On. I took Dodge as I think it will be more useful for the team. Following the mobility theme I gave both the thrower and linerat Two Heads. This should add a lot of mobility to the team and I just need to learn how to utilise it now.
The doubles threw me off somewhat as I was so dead set on Piling On. I took Dodge as I think it will be more useful for the team. Following the mobility theme I gave both the thrower and linerat Two Heads. This should add a lot of mobility to the team and I just need to learn how to utilise it now.
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It's interesting/frightening to see the SPP are distributed so unevenly between Gobbos (low) and the rest of the team (high, even the Troll!). Is this a matter of your scoring preference, due to MVP rolls or are the Gobbos dieing that frequently?
I just started an underworld team and was hoping for several two-skilled Gobbos quickly.
I just started an underworld team and was hoping for several two-skilled Gobbos quickly.
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Tim, I found a more even spread, although my blitzer was the SPP hog. Gobbos can be skilled up relatively quickly and I have a few 2 skilled gobbos.
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I have 186 spp's on the team now from these sources:
25 comps (all on throwers!)
19 TD's (5 on goblins)
27 cas (10 on troll, 8 on one blitzer [guess who], 2 on one plucky goblin and the rest on the throwers and linerats)
10 MVP's (only 1 on a goblin!)
Looking at those numbers, it's hard to get either completion or casualty spp's on goblins. They happen by accident or by trying to get a completion on someone with MVP. The big issue is that my goblins haven't gotten any SPP's. I've played 14 games with this team so the majority of MVP's are still there and of those four missing ones one was on a rat and another went to a star player. So out of 14 MVP's only two have landed on goblins. Out of TD's, the goblins have scored only 25% of the TD's, which is not too much either, but not scarily out of expectations due to Animosity and faster speed of rats. Also the fact that goblins have died easier is reflected in those numbers to a degree.
25 comps (all on throwers!)
19 TD's (5 on goblins)
27 cas (10 on troll, 8 on one blitzer [guess who], 2 on one plucky goblin and the rest on the throwers and linerats)
10 MVP's (only 1 on a goblin!)
Looking at those numbers, it's hard to get either completion or casualty spp's on goblins. They happen by accident or by trying to get a completion on someone with MVP. The big issue is that my goblins haven't gotten any SPP's. I've played 14 games with this team so the majority of MVP's are still there and of those four missing ones one was on a rat and another went to a star player. So out of 14 MVP's only two have landed on goblins. Out of TD's, the goblins have scored only 25% of the TD's, which is not too much either, but not scarily out of expectations due to Animosity and faster speed of rats. Also the fact that goblins have died easier is reflected in those numbers to a degree.
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Thanks for the details ... so basically very uneven distribution of MVPs and slightly uneven of touchdowns is the reason for that.
I'd say once you manage to get an extra arms+twoheads (or AG4) Goblin touchdowns for him will start to pour in. Effectively he would be faster than a Skaven because the Gobbo can go the straight way through the defence with a couple of 2+ rolls.
Will be interesting how they turn out. First games were a loss (Chaos Pact) and a tie (Necros), with almost all SPP (both MVP, both TD and a CAS) on the Gobbos
I'd say once you manage to get an extra arms+twoheads (or AG4) Goblin touchdowns for him will start to pour in. Effectively he would be faster than a Skaven because the Gobbo can go the straight way through the defence with a couple of 2+ rolls.
Will be interesting how they turn out. First games were a loss (Chaos Pact) and a tie (Necros), with almost all SPP (both MVP, both TD and a CAS) on the Gobbos

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