This is the third entry of my series where I play 12 games with a team then give my impressions. This time our focus is undead.
Compared to
orcs and
humans, the undead feel like they are in between the other two. Their average speed is similar to orcs, but they feel much faster. The low speed of mummies and zombies is less often a problem as they are in the scrum. The wights and ghouls allow them to keep up against the faster teams.
Orators from the Attic
Opponent | Score | Casualties |
Wood Elf | 2-0 | 2-2 |
Orc | 1-2 | 0-2 |
Chaos Pact | 0-0 | 1-2 |
Dwarf | 2-0 | 2-1 |
Norse | 1-1 | 1-4 |
Human | 2-0 | 5-1 |
Lizardmen | 0-2 | 3-1 |
High Elf | 2-1 | 1-0 |
Dwarf | 1-1 | 2-1 |
Orc | 0-1 | 1-3 |
Necromantic | 2-0 | 3-0 |
Amazon | 0-1 | 0-0 |
The results show that undead can be bashy (see the game vs humans) or get bashed (see the game vs norse). Games were generally low scoring as they lack the skills to score often. However, they do have enough speed to steal the ball against bashy teams which turned a couple of games in my favor.
Record with undead after one dozen games: 5/3/4
Lessons Learned
- Don't give away free two dice blocks just because zombies make good punching bags.
- Regeneration provides advantage near the end of violent matches. It can lessen the impact of bad luck on injury rolls.
- Tackle needs to be on multiple players to do its job well.
- The best defense is a good stall on offense.
- Undead must be flexible. The path to victory is to respond to the opponent. Learning this lesson took two losses and a tie.
Assessment
Mummies are the reason to play undead, and provide a significant advantage: ST 5, mighty blow, and no loner/bonehead so they can get three dice blocks frequently. MA 3 was only a problem in two matches. Ghouls are usually superior to human catchers and orc goblins due to ST 3. Starting with only two wights with block required adjustments to my playstyle. No ball handling skills on anyone made managing rerolls more difficult. Each position fills a role, and the team's only real lack is a thrower. This makes them feel more "average" than the humans or orcs. However, they are also atypical with reliable ST 5, regeneration, and specialized positionals. Most importantly, the matches were fun as none of the match-ups seem lopsided.
Development plans for the team include stand firm on the mummies, guard on the wights, sure hands on the throwing ghoul, and tackle on the sacking ghoul.
Bottom line: A well-rounded team that requires adaptation to play optimally.
Sal-utations