juck101 wrote:So in this match up - would horns have helped the blitzers?
I like Horns on the Underworld team, but I suggest there is not enough room in the Blitzers' development path to give them Horns (especially if you give them Guard, as I do).
I give Horns to Linerats (one goes: Wrestle, Horns, Tackle, the other follows the same path but after taking Kick first, a vital skill for this team). This build is especially good for ball-hunting and hole-punching.
I love Gobbos with 2-Heads/Horns. They are very dynamic. They threaten to take 1-die blitzes anywhere on the board, which can be from crazy angles (e.g. leading to a surf if near the sidelines). They are potent if the ball is on the ground, as they have the ability to get anywhere and shift an opponent at any angle (e.g. away from or onto the ball). If the cage is not Guarded, they can threaten the ball directly.
But against a Dwarf or Chaos Dwarf team, life can be hard for Underworld, especially if the opponent has lots of Guard and/or M-Blow. Difficulties are compounded if the ball falls favourably for the opponent, and he is able to cage where he wants.
The best chances against Dwarfs come from:
- Kick (can cause positional discomfort by preventing a clean cage being formed early).
- M-Blow/Claw (but this is a lottery, if can-opening does not work early in the drive, the Underworld are in trouble).
- 2-Heads on the Gobbos (so that they can dodge away from Tackle players). But you are still in trouble if you roll 1s, your re-rolls will be consumed early. And once the 2-Heads Gobbos have been consigned to the dugout, you are back to square one.
I don't recall ever having won against Dwarfs with Underworld, although I have often given them a good run for their money. Typically I may get at the ball carrier and spill the ball (say) twice on a long drive, but the Dwarfs just pick themselves up and carry on, while the Underworld players disappear into the dugout. The usual crazy plays from the Gobbos are more difficult, with Dodge largely negated. So the game tends to degenerate until the point where it can be as depressing as the one described by Chance. A 2-1 loss to a far from classic grind would be the usual fate.
Hope that helps.