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I prefer using ghouls all-out from the beginning - it's a bit risky, but the ghouls are way more useful than wights. It makes it a lot easier to score in those first games, since only dwarves have tackle in the beginning.
MickeX
Slight Variation
Trivial Variation
Reason: This setup is risky. because if the ghoul dies or is Seriously Injured in the first match, you might have to play your second with only 2 ag3 guys (which is still doable as I had this problem and still won my second game). The positive side of this setup is that in your first matches, you are almost obligated to score with your wights as well as you ghoul thus increasing the chance your wights will earn their first skills early on. This has the advantage of having 2 skilled regenerating players when you start building good ghouls (who will die from time to time). Another big plus is that with this setup you start with 4 rerolls (which after creation cost 140K), which will be very handy in the beginning to make up for the lack of skills on your wights, so they can score easier. Also, you can start with a higher fan factor, ensuring you can quickly stock up on ghouls. You might ask "why the Skellies?" Well, I find that with their mv5, they tend to come in handy to lend assists all over the pitch or trap some solitary player in his tackle zone although the av7 off course implies that they get kicked of the pitch quicker. If you are unlucky with armour-rolls or just prefer armour over mobility you might want to go with 6 zombies instead. Should work just as fine as with the skellies (although I never tried it).
(edit by clarkin for the slight variation) I prefer 2 ghouls & 1 wight and 9FF to start an undead team. Not that different from the above so posted it as a variation. First purchase should be a 2nd wight, with good winnings that's after game 2.
(Timlagor's edit) I think I prefer a third ghoul for extra running power over hte 4th RR. This yields a spare player at the start. While RRs are expensive I won't have any werewolves to replace so I expect cash to be pretty easy after the initial few games ...if it goes horribly I'll be back to delete this.
Bashy 1
Bashy 2
Use the Wights as ball carriers so they get skills early. The reason for starting with the extra Zombies is because they will be Fouling (yes, even in the first match without DP) and you will need an extra Zombie or two when they are sent off by the ref. If you don't Foul much then Bashy 2 is a better option than Bashy 1. Then again if you don't Foul much you might want to try a different race that doesn't have lots of Blockless AG2. The reason for skipping Ghouls is because they cost a lot considering their expected short lifespan. Undead tend to play other bashy teams more often than not which puts the Ghouls in greater danger. If you save your regular Ghoul replacement payments and instead rent Count Drakenborg when you can, it costs about the same in the long run and you'll win more games with the Count than with a handful of rookie Ghouls.
-Plorg
Rerolls usually win games and are more expensive later on, hence I am trying this set-up. (Optihut)
Full Positional
I like taking all positionals straight away, makes for a very strong line up. Very cheap extra players (sometimes free) means you can concentrate on more re rolls very soon. Strong lineup and highest FF means you should be earning lots of cash too. I always think players are more important than re rolls. (JockMcRowdy?)
See also Undead Strategy and Skill Selection Survey
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