Which competence for my undead ???
Which competence for my undead ???
I have listed some compétence for each of my undead. What do you think of it ???
Mummy: Block+Pilling on
Wight: Takle + Strip Ball
Guard (if double) + Takle
Frenzy (if Double) + Takle
Dodge (if double) + Takle
Goul: sure hands + Block
Block + diving Tacle
Skeletton : kick + block
block + dirty player
Zombie: block + tacle
block + dirty player
guard (if double) + block
Do you have another idea ??
Mummy: Block+Pilling on
Wight: Takle + Strip Ball
Guard (if double) + Takle
Frenzy (if Double) + Takle
Dodge (if double) + Takle
Goul: sure hands + Block
Block + diving Tacle
Skeletton : kick + block
block + dirty player
Zombie: block + tacle
block + dirty player
guard (if double) + block
Do you have another idea ??
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How about Break Tackle for a mummy which increases their maneouvrability? Also Stand Firm is quite nice on doubles.
If you can get it (i.e., are very lucky), you could consider the route my best ghoul took which was: AG+1, Pass (on a double) and AG+1. Suddenly, my undead became a passing team and I gave Block+Catch to the next ghoul.
Another possibility for a ghoul is Block followed by Shadowing (useful for hassling the ball carrier), though he may be sufficiently annoying to die quite quickly.
I actually gave Kick to a wight. My undead team plays in Galak's MBBL2, so it's a bit unusual:
1 Vampire
2 x Mummies
4 x Wights
4 x Ghouls
1 Skeleton
1 Zombie with guard
1 Zombie spellcaster
1 Chaos warrior zombie (ST4)
1 Phoenix warrior zombie
(The last two were players who were raised from the dead and retain some of their original character.)
When kicking, I would hope to have the following players on the pitch: Both mummies, two ghouls, four wights, the chaos warrior zombie, the zombie with guard and the vampire. In view of this, it seemed sensible to give Kick to one of these 11, so a wight got it.
Cheers,
Martyn
P.S. "Competence" seems to have lost something in translation.
If you can get it (i.e., are very lucky), you could consider the route my best ghoul took which was: AG+1, Pass (on a double) and AG+1. Suddenly, my undead became a passing team and I gave Block+Catch to the next ghoul.
Another possibility for a ghoul is Block followed by Shadowing (useful for hassling the ball carrier), though he may be sufficiently annoying to die quite quickly.

I actually gave Kick to a wight. My undead team plays in Galak's MBBL2, so it's a bit unusual:
1 Vampire
2 x Mummies
4 x Wights
4 x Ghouls
1 Skeleton
1 Zombie with guard
1 Zombie spellcaster
1 Chaos warrior zombie (ST4)
1 Phoenix warrior zombie
(The last two were players who were raised from the dead and retain some of their original character.)
When kicking, I would hope to have the following players on the pitch: Both mummies, two ghouls, four wights, the chaos warrior zombie, the zombie with guard and the vampire. In view of this, it seemed sensible to give Kick to one of these 11, so a wight got it.
Cheers,
Martyn
P.S. "Competence" seems to have lost something in translation.
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Like your suggestions all 'round. I would agree with martynq tho that Break Tackle is a little more useful on a Mummy.
That's my style of play though. If you rely on getting people down and keeping them there I'd stick with Piling on, but I'd give your wights Mighty Blow on doubles to ensure that you're not relying on soley on your Mummies for casualties. For the skill distribution you suggested I'd be favouring Break Tackle.
Marcus
PS: Pilling On? is anyone else frightened by the concept of a Mummy that's been "Pilling On?" I might have to mod up my Mummies to have them holding glowsticks
(no offence mate, not making fun of your English. It's just a really funny mental image
)
That's my style of play though. If you rely on getting people down and keeping them there I'd stick with Piling on, but I'd give your wights Mighty Blow on doubles to ensure that you're not relying on soley on your Mummies for casualties. For the skill distribution you suggested I'd be favouring Break Tackle.
Marcus
PS: Pilling On? is anyone else frightened by the concept of a Mummy that's been "Pilling On?" I might have to mod up my Mummies to have them holding glowsticks

(no offence mate, not making fun of your English. It's just a really funny mental image

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I agree with you about break tackle but i Think Block and piling on are the most interesting for the beginning
Your goul seems to be very good but you have been very lucky to have it.
I think sure hands is really important for a goul
A thing that i don't understand , why do you give kick to a wight who can have really good comp and not to a skeletton or a wraith who are bad players
Ps : I don't know how english say competence !!! sorry
Your goul seems to be very good but you have been very lucky to have it.
I think sure hands is really important for a goul
A thing that i don't understand , why do you give kick to a wight who can have really good comp and not to a skeletton or a wraith who are bad players

Ps : I don't know how english say competence !!! sorry

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Marcus wrote: PS: Pilling On? is anyone else frightened by the concept of a Mummy that's been "Pilling On?" I might have to mod up my Mummies to have them holding glowsticks
(no offence mate, not making fun of your English. It's just a really funny mental image)

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I would even suggest doing one of each. Make one mummy a piling on, and the other a break tackle mobile guy. There is no reason why all your players should follow the same route.Fenryll wrote:I agree with you about break tackle but i Think Block and piling on are the most interesting for the beginning
I'd say that the major disadvantage with mummies is that they are very difficult to maneouvre. Break tackle allows you to do this a bit better - I've had matches where all my mummies have done is gradually pummelled a dwarf opponent across the pitch (never successfully knocking them down and breaking armour at the same time) when really I wanted to move them somewhere else to get near the ball.
I agree. But you can even get a passing ghoul with just a single double. If you get a double for a ghoul, why not get Pass, followed by Sure Hands. He's then at least as good as many throwers.Your goul seems to be very good but you have been very lucky to have it.
I think sure hands is really important for a goul
Mainly because I'm not expecting to have these bad players on the pitch. I'm expecting to have the ST4 zombie, the guard zombie, and one of the mummies on the line of scrimmage, so none of them are allowed to be my kicker. The choice is then between the remaining players on the pitch: four wights, two ghouls, one vampire, and one mummy. That's why I picked a wight. If I chose to give Kick to a zombie, then I'd have needed to have a useless player on the pitch (who can kick) instead of a useful player like a wight or a ghoul.A thing that i don't understand , why do you give kick to a wight who can have really good comp and not to a skeletton or a wraith who are bad players
You seem to be talking about "Skill Progression" here.Ps : I don't know how english say competence !!! sorry
Cheers,
Martyn
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Break Tackle doesn't make a lot of sense on a mummy because of movement 3. Once they get away where are they going?martynq wrote:How about Break Tackle for a mummy which increases their maneouvrability? Also Stand Firm is quite nice on doubles.
Besides, if they're dodging that means they could have been hitting someone, so why not do that, since that's their job?

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Hum Hum the problem with break takle is that it is great for bull centaurs , for example, because they have 6 in movement. Problem with mummies is that they have just 3.
So i think it's better to give us another skill. What do you think about guard ??
I think it's better on Wight or on Wraith but they need to make a double so i think it is interesting to have a mummy with guard !!!
Ps: yes competence (french)= skill (english)
So i think it's better to give us another skill. What do you think about guard ??
I think it's better on Wight or on Wraith but they need to make a double so i think it is interesting to have a mummy with guard !!!
Ps: yes competence (french)= skill (english)

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Wes: Movement is not just about getting someone the furthest distance. It's about having them in the right place every turn. With ST5 and break tackle you can dodge your mummies through lines, into cages and past markers to ensure they're always where they need to be. Add guard to the skillset and you have a lynchpin player who's hard to put down and difficult to mark.
Marcus
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As for the Mummies, block is the most important skill there is. Now if you ever roll doubles always take stand firm first. Not only does this help you in keeping a cage together, it really annoys the opposing team with they are on offence(they always have to go around and use speed). Another great skill for Mummies is Guard. This makes those sucky Zombies a force to be reckoned with.
Next, your speed guys(Ghouls) are very important for offense's sake. Yes by taking block you will extend the life of a Ghoul but don't forget about skills like Catch, Sprint, Sure Feet, and Jump Up. I was lucky since I had 2 Ghouls get MV+1 and 1 get MV+2. I'll tell you, while those Mummies are holding the front line, those Ghouls can beat feet and get around behind that opponent. As for the development of the Ghouls, I believe to be successful, you must have 4 of them. Use 2 of them as ball movers/recievers. The other two, take block first and make them a force to be reckoned with on defense.
As for the Wights(I think they cost 10K more than they should), they play less of a roll on offense than they do on defense. Since being very limited on skill selection, I use them as wingmen. I did manage a double roll for the first skill on one of them and went out on a limb and took pass with him. I found it very useful now that he has sure hands too, I can concentrate more on getting those ghouls downfield to catch the ball and spread the defense. The other 2 wights I gave tackle. This makes them very useful on the outside and they can get in behind the offense with the 6 MV. Also Pro and Strip Ball are nice, and for doubles Dodge is a good one too.
Probably the most important part of your entire team is the Zombies and Skellies. I know they look like they suck but it's all in how you use them. Remember these are the cheap expendable guys and they are really useful depending on how they are used. First, always take block. On doubles, always take piling on. It's not a big deal to loose them but block makes them harder to get rid of. Piling On. This one is psychological. I saw a few coaches really trying to concentrate on taking out a skeleton with piling on. You know what that means, they are somewhat less concerned with the others on your team. Yeah Dirty player is nice but that is one skill that should only be given out once you have developed the team more. As I mentioned before, Guard on a Mummy enhances a Zombie. My front line usually consists of 2 Mummies, 1 Wight, and 2 Zombies. By putting the Zombies on the outside edge of the line of scrimage and next to those Mummies with Guard, the Zombies can force back even the toughest of opponents and can even stand thier ground. Not bad for 30K. As for the skeletons, these guys give support to my wights out on the wing and this is where Dirty Player can be sneaky. Blitz with a wight while assisting with the skeleton then go foul with the dirty player and get almost always a +3 foul.
Next, your speed guys(Ghouls) are very important for offense's sake. Yes by taking block you will extend the life of a Ghoul but don't forget about skills like Catch, Sprint, Sure Feet, and Jump Up. I was lucky since I had 2 Ghouls get MV+1 and 1 get MV+2. I'll tell you, while those Mummies are holding the front line, those Ghouls can beat feet and get around behind that opponent. As for the development of the Ghouls, I believe to be successful, you must have 4 of them. Use 2 of them as ball movers/recievers. The other two, take block first and make them a force to be reckoned with on defense.
As for the Wights(I think they cost 10K more than they should), they play less of a roll on offense than they do on defense. Since being very limited on skill selection, I use them as wingmen. I did manage a double roll for the first skill on one of them and went out on a limb and took pass with him. I found it very useful now that he has sure hands too, I can concentrate more on getting those ghouls downfield to catch the ball and spread the defense. The other 2 wights I gave tackle. This makes them very useful on the outside and they can get in behind the offense with the 6 MV. Also Pro and Strip Ball are nice, and for doubles Dodge is a good one too.
Probably the most important part of your entire team is the Zombies and Skellies. I know they look like they suck but it's all in how you use them. Remember these are the cheap expendable guys and they are really useful depending on how they are used. First, always take block. On doubles, always take piling on. It's not a big deal to loose them but block makes them harder to get rid of. Piling On. This one is psychological. I saw a few coaches really trying to concentrate on taking out a skeleton with piling on. You know what that means, they are somewhat less concerned with the others on your team. Yeah Dirty player is nice but that is one skill that should only be given out once you have developed the team more. As I mentioned before, Guard on a Mummy enhances a Zombie. My front line usually consists of 2 Mummies, 1 Wight, and 2 Zombies. By putting the Zombies on the outside edge of the line of scrimage and next to those Mummies with Guard, the Zombies can force back even the toughest of opponents and can even stand thier ground. Not bad for 30K. As for the skeletons, these guys give support to my wights out on the wing and this is where Dirty Player can be sneaky. Blitz with a wight while assisting with the skeleton then go foul with the dirty player and get almost always a +3 foul.
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