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acknowledge the past and present traditional custodians of this land, and respect their culture and identity which has been bound up with the land and sea for generations. I would like to acknowledge that the land I write this on is the traditional lands of the Kulin Nation and I pay respect to Kulin Nation elders: past, present and emerging.
 
un- (prefix): (added to adjectives, participles, and their derivatives) denoting the absence of a quality or state; not.
deadly (adjective): (Indigenous Australian and Irish slang) awesome 
cuz (pronoun): (Indigenous Australian and Pacific Islander slang) abbreviated form of cousin, used for any extended family member or friend
 

Strewth. We're garn full strine today, mate. Gidday, n welcome to me team blog. Third time's the charm, aye. And ya mighta guessed, I'm bringin the full aussie experience. I'll be handing out UnDeadly Awards for deserving moments each season.


Undead! I've never really played this mob in league setting before (a few CCL matches don't count), but I've always like the idea of two ST5 MB players with zero negatraits. Add the fact that Undead were very under-represented in the OCC in Season 16, and the decision was made. This will be a learning experience.

 

Player names! All players are named after AFL players with:

  • indigenous heritage
  • >100 professional matches played
  • terribly punny variations on their real names (couldn't let ya down twice, C2MC)

 

Things I like about undead, and (normal skill roll only) plans for the roster:

  • 4 ST-access fellas, the ST5 fellas with starting MB and no negatraits
    • 1 killer wight 
    • 3 solid guard/SF/etc
  • 4 speedy AG-access fellas
    • 1 wracklestripper
    • 1 block/frenzy/SS
    • 2 blodge/SH/SS/tackle/DT ball carriers/safeties
  •  cheap fodder fellas
    • coupla DP skellies
    • block/fend for days

 

The rest is up to nuffle. Also, not fucking up. Also, my learning curve.

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Season 17 Division 5A

Updated sorting by schedule order:

 

  • :orc:  Xcalibur - Kaptin Badrukk Raiders - Orc - 1410
  • :orc:  Smiling Tom - [OCC] WAAAGH! - Orc - 1380
  • :skaven:  Bloodsplatter - Rattus Foetidus - Skaven - 970 (+200)
  • :underworld:  Kubusta - Toxic Moonabouts - Underworld - 1350
  • :chaosdwarf:  abu_abdillah - StoneFoot Stomperz (OCC) - Chaos Dwarf - 1370
  • :orc:  Leman_X_Russ - Heisemer Boyz - Orc - 1290 (+140)
  • :chaosdwarf:  Steelheed - Bullingdon Club - Chaos Dwarf - 1350
  • :chaos:  dieMaus - The Laughing Goats - Chaos - 1590
  • :dwarf:  BirdManDarkWing - Dwarfs of the Golden Hill - Dwarf - 1920

 

 

  • :undead:  Suido - UnDeadly As Cuz! - Undead - 980

 

  • 3 orc teams + 3 ch/dorf teams = ~60% of the players in the division have AV9. Gangfouling is my anti-AV9 strategy. 
  • Most teams have tacklers for my ghouls, hence the decision to go for starting bench depth rather than a second ghoul.
  • How to deal with the skaven/underworld teams? Hope to play them at the end of the season, so I have some tackle.

Yeah nah, just take it one week at a time, ay.

 

Starting roster!

  • 3 rerolls
  • 2 mummies
  • 2 wights
  • 1 2 ghouls
  • 6 5 zombies
  • 1 skeleton
  • 30k in the bank

 

I dropped the 2nd ghoul in favour of a 12th player for a few reasons 

  1. fouling
  2. fouling
  3. I volunteered to start in Tier 5 (see Season 17 intro post, below)
  4. fouling

 

After the comment below from BallztotheWalla 

  • I said nah yeah to the 2nd ghoul cos I can induce DP mercs and bribes
  • I said yeah nah to the 3rd ghoul because of my opposition having tackle everywhere
  • I'm heaps more comfy saving the money to buy extra ghouls after my starters have skilled up than trying to protect 3 rookie ghouls.
  • Might change me mind again after the schedule is set. If 2 of my first 3 games are against skaven, underworld or the frenzy orcs, then I might go for the 3rd ghoul straight up, hey?

 

After publication of schedule:

  • None of the first four teams have tackle. Fkn sweet, mate.
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Good luck! Undead were my first OCC team after BB1 LE was released so I’ll always have a soft spot for them. They’re strong to start but tend to be less competitive at higher TVs when it becomes a lot harder to develop ghouls.

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10 hours ago, BallztotheWalla said:

Good luck, undead is one of the hardest and most frustrating teams in a perpetual league setting.

i would really reconsider the starting roster  if I were you and go with 3 ghouls and then just induce a dp skellie and 2-3 bribes.

 

Cheers. 

 

I've been considering and reconsidering for a week. I just don't know how I can protect 2+ rookie ghouls in this division. Inducing DP skellies is a good plan, that has me convinced to start with a 2nd ghoul, but carrying 3 rookie ghouls in this division feels like asking for disaster. 

 

See changes made to second post.

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9 hours ago, Doomy77 said:

Good luck! Undead were my first OCC team after BB1 LE was released so I’ll always have a soft spot for them. They’re strong to start but tend to be less competitive at higher TVs when it becomes a lot harder to develop ghouls.

 

Thanks! Yeah, I'm planning to have all four ghouls on the roster as often as possible, in a continuous cycle of development and replacement. Losing a wight or mummy seems to me to be the bigger concern, as it will take more time for them to develop. 

 

Looking forward to reliably having a bench, something that eluded me with my OCC human and pro elf teams.

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Losing wights are the real issue since they need a lot of skills to do their job, mummy’s lvl fast with mb and only really needing 6 spp to be good after guard you are just hoping for a double and should consider firing them if not ( don’t worry claw will get them no matter what before it becomes an issue)

 

The thing you need to mentally prepare for is that as soon as a mummy leaves the pitch you go from playing the best team in bb to suddenly playing a very crappy human team.
 

the best advice I can give from having several undead teams in the champs is to skill your ghouls to capitalize on a wizard since you most likely will be down a lot of tv every match and you need to win the match before your team dies.

 

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Speaking of Undead teams in the championship, am I right in thinking one such team claimed the title? Seem to think Javelin may have achieved this several years ago.

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24 minutes ago, BallztotheWalla said:

The thing you need to mentally prepare for is that as soon as a mummy leaves the pitch you go from playing the best team in bb to suddenly playing a very crappy human team.

 

Having played a very crappy human team for too long in the OCC, I think I've overly prepared for this situation.

 

25 minutes ago, BallztotheWalla said:

skill your ghouls to capitalize on a wizard since you most likely will be down a lot of tv every match and you need to win the match before your team dies.

Just like my pro elves + deep bench - Ag4/5 leaping :D I can do that.

 

3 minutes ago, Doomy77 said:

Speaking of Undead teams in the championship, am I right in thinking one such team claimed the title? Seem to think Javelin may have achieved this several years ago.

 

BB1 S34 Patros Undead Germany

 

Not yet in BB2.

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57 minutes ago, BallztotheWalla said:

Losing wights are the real issue since they need a lot of skills to do their job, 

 

What's your preferred skill set up on the wights? Both utilities with tackle/guard/MB/SF? One POMBer? One ball carrier if you get +AG?

 

Would you go for +AG on a wight? Deciding on ball carrying by a wight feels like a tricky call to me if you haven't got a few guards on zombies or ghouls. I feel like it would be more useful to speed up development of the wight, make the wight's guard more mobile, rather than develop the wight as a specialised ball carrier.

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You didn’t ask me but an AG4 wight with Strong Arm is probably the best thrower you can expect, for those situations where you need a quick score (or to punt the ball back up the field).

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Never go Ball Carrier not even with ag you need both wights to kill things.


if no stat up or double I go

mb-tackle-po-guard-juggs on the first to lvl

and

mb-po-tackle-guard-juggs on the second

 

the reason for being that if you go pomb on the first the second will never catch up spp wise
 

I’m not to fond of sf on a st3 player but would consider it as a legend skill

 

Doubles will always be jump up and only if I get it late

Same for +ma 

st or ag you take but it doesn’t change the other skills
 

But this is of course when you start on even terms where you get guard on mummy’s before anybody else have guard but I probably still think it’s the best way to go.

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Yeah, I think the killer build speaks to me a lot more than the passing build - that's sounds like going back to being crappy humans again. And if the PO doesn't kill them, the DP skellie is there to try again.

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Fairy nuff, I’m just not a fan of putting PO and Guard on the same player - and wights need Guard.

 

As I’m currently coaching Nurgle it also amuses me no end to hoof the ball away from my end zone and make my opponent trudge through all that goop once again.

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2 minutes ago, Doomy77 said:

Fairy nuff, I’m just not a fan of putting PO and Guard on the same player - and wights need Guard.

 

Im thinking same. PO + Guard are not best skills combined. If they pile there is no guard. If they guard there is (theoretically) fewer casualties. Potential TV waste there. But attleast they aint one trick pony.

 

Havent played much UD, should probably but i dont have to know how to play to give tips

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That's the problem with undead wights; they just have too many roles they can and kind of need to fill. I was very happy with my ball-carrier/thrower wight on necro, but they have wolves that can do blitzing. Undead confuse me with the blandness of their units. :D 

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I tend to agree with Ballz, because reliability of your 0-2 positionals is so important to consistent/successful application of your gameplan. Underworld blitzers are the classic example.

 

You only get two, so if one dies the second should ideally fill that same role. If you give them two different roles, then either one dying can leave a big skill hole in your roster. Long term that can be ok, but it can totally ruin a season.

 

Teams with 0-4 positionals are so much more forgiving than 0-2 because of that added depth and flexibility on the roster.

 

PO/guard is not ideal, but not terrible. You should only pile on if the game situation means the pros outweigh the cons, and having guard does affect that decision. You still hit stuff as normal, and have an optional reroll. For a hybrid team without claw, exploiting armour breaks is essential (therefore DP and MBPO), and guard is obviously essential. I think it's an ok tradeoff to have both on the same piece, given the undead roster. Shrug.

 

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UR BOYZ AR CONVINIENT, NO NEED TO BOIL TINGS UN HEADZ TO HANG AZ NU TROFISH, JUST SHAKE A BIT

That being said, I think that PO+GUARD is a very bad idea on your most important positionals, but exactly for that reason I would not give em guard, as that means leaving them in contact more often than not. My experience with necro is that the survivability of whights go down pretty fast as soon as they learn guard. 

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Necro wights and undead wights are 2 completely different players, nothing transfers from undead to necro in my experience

the teams play completely different at all TVs...

 

necro wights are support players undead wights have to carry the entire team.

 

no skills are better than guard and pomb so of course you take both.

id go so far as to say take it on mummy’s as well just for the turn 8 blocks alone

 

A wight can get every good skill at 76spp + 1 luxury skill like juggs

 

if you don’t put guard on wights you are left with 2 guard players that are really slow and easy to get rid off.

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Season preview (above) updated with my schedule order. Through some miracle, I've lucked into the first four games in a row against all the teams lacking tackle. Amazing. 

 

Now strongly considering the third ghoul. However, it would give me 30k less inducements, so I could afford:

  • DP Skelly: 120
  • Bribe: 100
  • Wizard: 150

That would leave me with 40k left over. Annoying. I'm facing 3 MBs, so a babe might be nice to have. Better than a 3rd ghoul? Probably not.

 

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Or skip the wiz + babe for 2 more bribes.

While I think a wiz is the #1 inducement I don’t like only 1 bribe since it plays differently than 2-3 bribes.

with 1 you still have to plan around the bribe failing but with 2 it’s way less likely and with 3 you can safely start your turn with a foul and it matters a lot. 


say you end turn with a gang foul for a stun you can start next turn with the same foul and then move your pieces or to can foul before doing important but risky moves etc..

 

My experience is that if I win the toss multiple bribes is better than wiz since I can start the match with 2 3 dice mb hits and a foul but if I lose the toss wiz is better  but it is something to consider.

 


 

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So what I'm really hearing is that if I use the 2 ghoul roster and have 440k inducements, I should take 2 DP skellies and 2 bribes.

 

Sold.

 

Dirty git competition is about to get real.

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