Undead Development
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Undead Development
I need some help into the best way to develop my Wights and Ghouls.
Thanks
Thanks
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- SixFootDwarf
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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.
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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- Piepgrass
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- ScottTBBF
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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.
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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- Piepgrass
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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.
Poul
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.
Poul
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[size=150][color=red]VICIOUS[/color][/size]
The Copenhagen Wight.
The Copenhagen Wight.
- christer
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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.
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