Underworld advice

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Dzerards
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Re: Underworld advice

Post by Dzerards »

Smeborg wrote: Bear in mind also that it is not uncommon for one of the Throwers to be lurking in the dugout - 2 skills does not represent redundancy in the case of a squishy team like the Underworld.
Hitonagashi wrote:Mmm, I never put a rat in the dugout. You are desperately short on ST 3 on the pitch as it is...seems suicidal to bench one of your stronger players.
I would be extremely confident (based on the use of the word squishy) in inferring that it isn't the reserve bench part of the dugout in which the Thrower will be lurking. With the possible exception of the successful use of the Apothecary!

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betterZthenDeaD
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Re: Underworld advice

Post by betterZthenDeaD »

Dzerards wrote:I would be extremely confident (based on the use of the word squishy) in inferring that it isn't the reserve bench part of the dugout in which the Thrower will be lurking. With the possible exception of the successful use of the Apothecary!
That actually made me laugh out loud! :lol:

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Re: Underworld advice

Post by Smeborg »

Hitonagashi wrote:Mmm, I never put a rat in the dugout. You are desperately short on ST 3 on the pitch as it is...seems suicidal to bench one of your stronger players.

I agree that X-Arms is a good skill on throwers...I just prefer a) Leader (70k rr's dropping to 20k? That's a free babe!), b) Tackle - my throwers play sweeper, as if they pop it, they've a good chance of picking it up.

I suppose, with any race, I'm always of the opinion that defense is more important than offense. I'm very wary of skills that are pure offense (and X-A 99% of the time is, as my ballpickerupers on defense are 2 headed big hand gobbos). You have a team of movement 7 players and 2 headed stunties...scoring should not be a problem for you, pretty much regardless of the situation. Stalling is more tricky, but X-Arms doesn't help with that. It's a good skill, but I'd still go - block, (dodge on a double), leader, 2 heads, tackle on one, and block, tackle, 2 heads, X-arms on the other.

I don't think you need K-ret with MV 7 players..
Hitogonashi - I don't think our systems are a million miles apart.

As other readers have surmised, the rat is lurking in the dugout (or having Devonshire tea with mummy) because he is K.O. or a CAS (or MNG).

X-Arms is valuable on defense because it helps when picking up a spilled ball in a TZ.

I suggest KoRet is valuable on this team for improving the odds of a 1-turn score with a thrown Gobbo. It also helps to improve the odds of a 2-turn score when needed. On a normal (long) drive, I find KoRet helps to either cage the ball safely and well upfield on turn 1, or to keep the ball well back, out of range of the opposition.

All the best.

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Dzerards
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Re: Underworld advice

Post by Dzerards »

By the way I didn't mean to be sarky (I just couldn't help it). :-?

As for X-arms I think it's a solid pick, I just guess I can live with 8 in 9 in the short term and hope for an AG boost in the first 2-3 skills on either thrower. What's the odds; 2 chances in 36 = 1 in 18 over 6 skill rolls is 1 in 3. Maybe on the whole it is better to just take XA early.

My ideas for the Throwers was one utility Thrower with Block, Leader, Kick and one mobility Thrower with Block, Horns, Two Heads, but with the Linerats probably getting Horns as a second skill, XA on the Mobility Thrower as a 2nd skill makes a lot of sense come to think of it. I really need to play these guys a lot more as they are heaps fun!

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Re: Underworld advice

Post by Smeborg »

Dzerards - I generally take X-Arms around 3rd skill, which I do not consider early. I prioritise the bread-and-butter Block plus one team skill on each Thrower (Leader on one, KoRet on 'tother) above X-Arms. But I would not say that X-Arms as 1st or 2nd skill would be wrong (but don't neglect Block).

I would hesitate to put Leader and Kick on the same player on this squishy team - I suggest it would mean plenty of defensive drives with both skills in the dugout.

All the best.

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Re: Underworld advice

Post by greymurphy42 »

Lost against the league leading Necromantic team last night, and my 4AG goblin took a strength bust :pissed: Normally I would cut a strength busted player in a flash, but I'm considering keeping him! Anyone have any thoughts?

The rest of the team is here...

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Re: Underworld advice

Post by JaM »

What, 80K for a snotling...?

What's he going to do, anyway? You dont want to spend more spp on him, I think. I'd fire him.

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Re: Underworld advice

Post by Ullis »

I think you have to fire that goblin. He's too expensive for basically only being useful for one turn attempts.

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Re: Underworld advice

Post by Nikolai II »

Nothing wrong with keeping him around for ball-stealings, annoying dodges and one-turners, at least until you get a new +AG (or someone blitzes him out of his misery). I've seen ST1 AG4 goblins used to great effect - and now you can risk him anytime. ;)

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Re: Underworld advice

Post by Drool_bucket »

I problem is that at AG 4 you might find him catching more SPP that are eventually gonna leave the team...

If you can avoid getting him SPP aside from desperation 1TTDs, then I'd keep him, he's not around for his STR. And nuffle will take care of him eventually, anyways.

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RogueThirteen
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Re: Underworld advice

Post by RogueThirteen »

I'd keep an AG4 Goblin. If your goblin gets hit, it will likely be by someone with Block and/or Tackle blitzing, so it will usually end badly. Whether it's a 2D or a 3D block won't make much of a difference.

As long as he's not getting hit, which a goblin shouldn't be doing anyways, the Str difference doesn't matter. The AG4, though, is splendidly useful, especially when you get the opportunity for some 1-Turn attempts.

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Re: Underworld advice

Post by Hitonagashi »

Congratulations! You now have someone whose exclusive role is FLIGHT! And you won't even care when he brains himself on a 2!

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Re: Underworld advice

Post by greymurphy42 »

I kept him, at least for now to see how it goes, and he managed to get under a blitz! kick off but couldn't catch it :-? Still, that was the only time that he was really in harms way, although my opponent did seem to try to target him even though he needed to GFI or dodge to get to him, so in a way that was good, as it made him roll dice :)

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greymurphy42
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Re: Underworld advice

Post by greymurphy42 »

I got four skill ups after my latest league match, and could use some advise on what direction to take my thrower in now that he's rolled +ST. The team is as follows...

Troll - Claw, Guard [normal - probably Stand Firm]
Blitzer - Guard
Blitzer
Thrower - Block, Kick Off Return
Thrower - Block, Leader, [+ST]
Lineman - Wrestle [double - probably dodge]
Lineman
Goblin - +AG, -ST
Goblin - Two Heads, [normal - probably horns]
4 rookie Goblins

3 RR
8 FF

Thanks in advance :D

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Jimmy Fantastic
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Re: Underworld advice

Post by Jimmy Fantastic »

Take Tentacles for the Troll!!!!
Give the thrower Claw next and on doubles MB/PO.
Guard for Lino over Dodge I think - Underworld really lack it.

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