Undead Development

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Mumster
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Undead Development

Post by Mumster »

I need some help into the best way to develop my Wights and Ghouls.

Thanks :?:

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SixFootDwarf
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Post by SixFootDwarf »

Hey Mum. I haven't played Undead in ages, but I've seen what works well in my league.

Tackle for the Wights is a good idea as a first choice. All of 'em. It'll get to the point that you won't even bother asking if your opponent has Dodge anymore. :) Then maybe Mighty Blow. Shifty teams are what you'll need to concentrate on stopping. Tough teams your Mummies can handle...mostly.

Ghouls...hmmm. Depends on how you're gonna use 'em. Block of course. Then if they're offenseive ones, Catch or Sure Hands. A re-roll at picking up the ball and anti-Strip Ball is a good thing. Side step is always annoying too. Give those a try.

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Post by Piepgrass »

and since you will eventually regret not having it: Diving cath for one of the ghouls is really worth it. At least it saved me in a couple of games where i HAD to pass to either win og tie the game.

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Post by ScottTBBF »

Based on some successful undead teams I've seen played and some of my own ideas(take this with a grain of salt coz I aint an undead coach myself - yet!)

Ghouls and Wights are the only players on your team that can handle the ball; their skills need to progress accordingly.

Ghouls are basically your catchers, right? Most people use them as all purpose ball handlers, but I think they could do better as more focused catchers...

To this end, what if the first skill you gave one or two of your Wights was Sure Hands? They can only get general skills, and they have enough movement to make them decent backfield guys.

Likewise, the first skill I'd think about for my Ghouls would be Catch. This would make them at receiving handoffs from the wights and/or catching balls thrown downfield.

So, my thoughts on progressions for Ghouls and Wights?

Ghouls: Catch, Block, maybe passblock or sidestep. Doubles = Nerves of Steel or maybe JumpUp...

Wights: Sure Hands for 1 or 2, Tackle, Strip Ball. Maybe even passblock ebcause they will be on the field for defense. Doubles = Pass or maybe Dodge.

I will at some point try Undead, and this is the strategy I would follow.

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Post by Mumster »

So what about Pro for either?

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Post by Piepgrass »

Pro isnt a bad skill, but it is not a failsave. The one place where i really think pro is THE choiceskill is players with Dauntless.
As for the ghouls/wight, i´d rather develop the individuel player into their speciel positions instead of trying to let every player "halfcover" any angle by relying on pro. But thats just me.

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Post by christer »

Pro isnt a bad skill, but it is not a failsave. The one place where i really think pro is THE choiceskill is players with Dauntless.
I'd say any big guy ally could need pro... :)

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Post by Mumster »

Good Point

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Post by Deathwing »

..in particular WAs. First skill after Block for my ROs! :wink:

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Post by Piepgrass »

Dead on Christer, just forgot to mention it :oops:

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Post by OutRigger »

don't forget to mention mumster, that one of your ghouls has a 9MA (even if it is the necromancer!)

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Post by Mumster »

that is on pitch spell-caster that will probably be retired after the season is over. Since all he could do is roll a 6-4 for his Star Player roll. That SUCKS! :evil: :wink:

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Post by OutRigger »

I still don't savy why you would retire him. All he is gonna do is give you a chance for re-roll your regenerate. So why not make him a star offensive specialist as well! :D

jmo

what do yall think?

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Post by Mumster »

Because in our league you can only have one spellcaster on a team. I have already wasted 2 rolls on pluses to movement when I really wanted extra spells. Yes the 9 MV is awesome but as I see it, he is really an expensive 9 MV life insurance policy for my team. I want spells not another offensive specialist since I already have a couple of those anyway. :smoking:

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