Furious_George
Joined: Aug 13, 2005
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  Posted:
Jul 12, 2006 - 00:29 |
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http://fumbbl.com/FUMBBL.php?page=team&op=view&team_id=215751
Looking for advice with this team, its Unranked, but I enjoyed playing with them, and im not sure where to go next, the two ghouls with +ma seem destined for block, if they survive, but the NOS ghoul and the pass ghoul still present problems. Also, not sure how to develop the linemen and Wights.
Mummies on the other hand seem self explanatory, block etc.... |
_________________ Dead Men dont tell tales... But they sure play a mean game of Bloodbowl.
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torsoboy
Joined: Nov 23, 2004
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  Posted:
Jul 12, 2006 - 00:39 |
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Phase out the skeletons, as zombies are way better for the price. Ghouls and wights will be your ball handlers, that said - you need them as a blitzers in a pinch, so take tackle/stripball on the wights on normals. On double they can either go Pass or Guard (but I lean towards Guard as I think UD are better suited for a running game anyway). Ghouls need block and SS on normals, and doubles MB is good; though I imagine a lot of coaches will persuade you otherwise. Zombies get block or DP, and Guards on doubles. Mummies are straight forward, go bashy with them as that is their role.
One thing I did was give the first ghoul skill DP, because I knew the zombies aren't reliable at skilling up. By the time I got zombie DPs, that ghoul probably died. Be prepared to replace ghouls every other match.
I found UD boring team development wise, as all the team roles were so clearly defined by the players, there are very few interesting things you can do with them skillwise anyway. |
_________________ The plural of anecdote isn't data. |
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OverDose
Joined: Apr 07, 2005
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  Posted:
Jul 12, 2006 - 00:41 |
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I don't like that NOS ghoul. What will he do? Catch the ball? Throw the ball? Sure hands for the passer ghoul, blodge for the +MAs, Stats for those wights and blocks for those mummies.
And buy some zombies for Petes sake! Those skellies will die in a second. |
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Synn
Joined: Dec 13, 2004
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  Posted:
Jul 12, 2006 - 00:41 |
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Dump Boris since he has 0 spps and that increases the chance of getting an MVP on a player with spps. On ghouls.... take guard for doubles. Grab a DP and enjoy.
__Synn |
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Furious_George
Joined: Aug 13, 2005
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  Posted:
Jul 12, 2006 - 00:51 |
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This was in my ElfBowl with Undead phase It was surprisingly effective, in any case I see what you mean about the Wights, tackle etc it is... |
_________________ Dead Men dont tell tales... But they sure play a mean game of Bloodbowl.
"Hugh Mann eh? Now theres a name I can trust!"
Me Loves Futurama |
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sk8bcn
Joined: Apr 13, 2004
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  Posted:
Jul 12, 2006 - 10:10 |
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Furious_George wrote: | This was in my ElfBowl with Undead phase It was surprisingly effective, in any case I see what you mean about the Wights, tackle etc it is... |
now that you have the NoS, well, I would use him as a possible runner. Exemple: You run out of time. rush without ball with him forward. try a standart TD but if not, he can get a hand off without penalties.
I'd go:
mummys: block, guard
wight: tackle, guard
ghouls: block and (strip ball, sure hands, tackle, SS)
zombis: block, DP (1 player) and MB if double. |
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Sysiphos
Joined: Feb 03, 2006
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  Posted:
Jul 12, 2006 - 10:15 |
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sk8bcn wrote: | I'd go:
mummys: block, guard
wight: tackle, guard
ghouls: block and (strip ball, sure hands, tackle, SS)
zombis: block, DP (1 player) and MB if double. |
yah, solide choices. Maybe Guard on Zombi doubles and more than 1 dirty player. |
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sk8bcn
Joined: Apr 13, 2004
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  Posted:
Jul 12, 2006 - 10:18 |
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Sysiphos wrote: | sk8bcn wrote: | I'd go:
mummys: block, guard
wight: tackle, guard
ghouls: block and (strip ball, sure hands, tackle, SS)
zombis: block, DP (1 player) and MB if double. |
yah, solide choices. Maybe Guard on Zombi doubles and more than 1 dirty player. |
2DP is tactically very wise, but forget playing agile or mixed teams, or better find the right cherrys.(edit: or the courageous players ) |
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Wreckage
Joined: Aug 15, 2004
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  Posted:
Jul 12, 2006 - 10:38 |
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my suggestion...
mummys: block, guard, break tackle, multiplle block (frenzy)
wight: tackle, strip ball, kick or sure hands, pro (dodge)
ghouls: block, sidestep, tackle or sure hands (mighty blow and in that case next skill tackle (always block first))
2 zombies: DP, block, pro (sure feet (better fouler) or mighty blow (skills faster) or guard(always a good choice on a zombie))
2 zombies: block, dp, pro (guard)
1 zombie block, pro, tackle
kick on any free free player... probably a wight because he has just general acess but gains fast spp while you need every skill you can get on a zombie
you need to skill several tackle player but just one sure hands player... honestly you dont need any sure hands player... just buy enough rerolls---- what will not be hard because undead tend to loose not so much players... even if you should be aware to loose your keyplayers... and ghouls should be replaced like expensive gobbos.... |
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PurpleChest
Joined: Oct 25, 2003
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Mummys: 1 Block, Guard etc. 1 Block, Break Tackle etc
Wights: 1 Strip ball, guard etc. 1 Guard, tackle etc.
I fear BT mummies more than guard ones. Never know were they'll get to and far harder to pin down.
Wights need gurad, especially if the Zombs arent lucky doubles rollers, but a strip balling wight with ghouls around to whisk the ball away is fear inducing. |
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Slick
Joined: Jul 03, 2004
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  Posted:
Jul 12, 2006 - 12:39 |
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Um Wights only get strength skills aka guard on a double folks. |
_________________ Some people get "it", and others don't. How about you? Do you get "it"? |
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Tophat
Joined: Jun 01, 2006
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  Posted:
Jul 12, 2006 - 12:48 |
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Glimmervoid wrote: | my suggestion...
honestly you dont need any sure hands player... just buy enough rerolls.... |
Sure Hands: General skill A player with the Sure Hands skill is allowed to re-roll the dice if he fails to pick up the ball. In addition, the Strip Ball skill will not work against a player with this skill.
In conclusion get your ball handler Sure Hands no amopunt of rerolls will stop an annoying wardancer(or anyone else but WDs are always more annoying ) with strip ball whisking the ball away on a push |
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Telcontar
Joined: Nov 12, 2004
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  Posted:
Jul 12, 2006 - 12:51 |
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1 Mummy Block, Break Tackle, Tackle Double Frenzy
2 Mummy Block, Guard, Break tackle Double SF
Wights: Tackle, Shadowing Double Guard, Dodge
zombs: Block, DP, Tackle Double Guard
Ghoul: Pray for one with Ag+ then block Sidestep and Pass and accurate on Doubles
other Ghoul Block, Sidestep, Shadowing, Tackle Doubles always hard IMHO Jump up, frenzy i would only take NoS if i have a developed passer in my team. |
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Furious_George
Joined: Aug 13, 2005
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  Posted:
Jul 12, 2006 - 13:23 |
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well, i took NOS after I'd taken pass on my first ghoul, so we will see how that one pans out |
_________________ Dead Men dont tell tales... But they sure play a mean game of Bloodbowl.
"Hugh Mann eh? Now theres a name I can trust!"
Me Loves Futurama |
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Telcontar
Joined: Nov 12, 2004
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  Posted:
Jul 12, 2006 - 13:29 |
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