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SuM |
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Post subject: Doubles on an Undead Ghoul???
Posted: May 03, 2006 - 01:56 PM
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Joined: Sep 02, 2003
WORMLEYSBURG, PA
Posts: 256
Location: WORMLEYSBURG, PA
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I did a search and found nothing really on this...
Very new to Undead.
4 Ghouls on a team...
1st ghoul leveled and took "Block", making him a Blodger.
2nd ghoul leveled took "Catch".
3rd ghoul leveled and I rolled "Double", what should I select???
- or -
What should I have selected???
I selected "Accurate", to make the passing game more of an option.... |
_________________ AGBBL, Harrisburg, PA, USA
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Spazzfist |
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Post subject:
Posted: May 03, 2006 - 04:03 PM
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Joined: Aug 16, 2004
Canada
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I dunno, if you are going to go the passing route I think I would have chosen the Pass skill first. |
_________________ #1 Nurgle coach in Canada (formerly the world!)
#1 Snotling coach in Canada
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KarlLagerbottom |
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Post subject:
Posted: May 03, 2006 - 05:14 PM
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Joined: May 25, 2004
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I would have had to give Guard some consideration...seems like you're going to play keep away with these guys, but assuming he livels long enough, Block/Side Step should be easy for him...a Blodging/Side Step Guarder would be a pain in the arse. |
_________________ Karl Lagerbottom - Dwarf Blocker of Renown
NAF Member #5236
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skummy |
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Post subject:
Posted: May 03, 2006 - 08:32 PM
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Joined: Feb 11, 2003
Posts: 506
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Mighty Blow. The Wights can't take it on a regular skill, and they'd probably want Guard if they roll doubles anyway. The Ghoul has the speed to play deep safety, and with the 3 ST can be used as a blitzer. A 7 movement means he can stand in the center of the field and reach either sideline. Then take Block, Tackle as the next two skills.
Guard is tempting, but the 7 AV would make me hesitate. Guards usually get hit a lot because you generally have to place them in multiple tackle zones for their skill to work. That's not where a Ghoul really excels. |
_________________ The only thing to do with good advice is pass it on. It is never any use to oneself.
-Oscar Wilde
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Doubleskulls |
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Post subject:
Posted: May 04, 2006 - 03:28 AM
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Ex-Rulz Committee
Joined: Mar 05, 2003
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Location: Kent, UK
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Spazzfist wrote: I dunno, if you are going to go the passing route I think I would have chosen the Pass skill first.
Assuming a TRR is available accurate is better since you are unlikely to need to reroll both - and the increased success rate with the pass further reduces the necessity. Also since he's already got one catch ghoul he knows he doesn't need the TRR for that. |
_________________ Ian 'Double Skulls' Williams
SLOBB
NAF Racial Results
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nyarlathotep |
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Post subject: Re: Doubles on an Undead Ghoul???
Posted: May 05, 2006 - 01:29 PM
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Mekboy
Joined: Mar 15, 2006
Posts: 298
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SuM wrote: I did a search and found nothing really on this...
Very new to Undead.
4 Ghouls on a team...
1st ghoul leveled and took "Block", making him a Blodger.
2nd ghoul leveled took "Catch".
3rd ghoul leveled and I rolled "Double", what should I select???
- or -
What should I have selected???
I selected "Accurate", to make the passing game more of an option....
SuM, it really depends upon how many "1s" you roll. Accurate is the better skill for Ghouls as long as the dreaded natural 1 doesn't show up. For we all know, Nuffle has placed a curse upon any dice that rolls a 1 that it shall be doomed to roll yet another 1.
If you get another doubles, Pass is the way to go. Pro and Sure Hands will do in a pinch, also.
My Undead teams have always tried to maintain only two ghouls, since thet are the only creature in the game with no recourse for perms and kills. Wights, although slower, can "sit in" for a catching ghoul if need be.
I've been thinking of going with a third ghoul lately, though, just to be on the safe side. |
_________________ Crawling Chaos since 1842...B.C.
My Tournament Record
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Narkotic |
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Post subject:
Posted: May 09, 2006 - 02:29 PM
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Joined: Feb 10, 2003
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Accurate to go with your Ghoul that has Catch
or Jump Up in order to make him a Runner (Block and Sure Hands would be the next skills). Unfortunately Jump Up Ghouls get targeted by fouls very often. As long as you can protect him a Jump Up Ghoul will dramatically expand your playing range. |
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Doubleskulls |
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Post subject:
Posted: May 09, 2006 - 08:38 PM
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Ex-Rulz Committee
Joined: Mar 05, 2003
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I'd consider Dauntless too. Although Undead have 2 S5 players you won't have lots of guard or strength otherwise. Against Orcs/Chaos etc having a player with Dauntless would be really handy.
Guard isn't as good since you don't want to be leaving your Av7 non-regenerating player open to blocks. |
_________________ Ian 'Double Skulls' Williams
SLOBB
NAF Racial Results
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Sputnik |
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Post subject:
Posted: May 10, 2006 - 12:58 AM
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Joined: Feb 11, 2003
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Doubleskulls wrote: Guard isn't as good since you don't want to be leaving your Av7 non-regenerating player open to blocks.
If you suggest dauntless to help the blocking department (due to ST3 except fot the mummies), I think guard is the more efficient option as you can use guard more often. You can easily get block with the next normal skill advance, and you can actually dodge him where guard is needed (as compared to a all but the wight). Granted, he will end up next to someone, but with block and dodge you get the protection to hopefully survive the few more blocks createdby that.
On a side note: most undead teams try to win the cas battle, thus a ghoul is nearly always a target, no matter whether he has accurate, dauntless or guard.
Sputnik |
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Doubleskulls |
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Post subject:
Posted: May 10, 2006 - 04:11 AM
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Ex-Rulz Committee
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Implict though in Guard is that you will stand next to someone other than the guy being hit, therefore more chances to get hit since you are more likely to end your turn next to an opponent. With ghouls getting blitzed at every opportunity the less chances for my opponent to take them out the better. |
_________________ Ian 'Double Skulls' Williams
SLOBB
NAF Racial Results
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Sputnik |
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Post subject:
Posted: May 10, 2006 - 05:08 AM
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Joined: Feb 11, 2003
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Doubleskulls wrote: Implict though in Guard is that you will stand next to someone other than the guy being hit, therefore more chances to get hit since you are more likely to end your turn next to an opponent. With ghouls getting blitzed at every opportunity the less chances for my opponent to take them out the better.
I basically agree, but if you manage to at least push back the guy who you blocked (and maybe even follow up), the ghoul will probably only be blocked with 1 die except if he stands next to a ST 4+ player, the opponent has a lot of guarders himself or you lure another opponent to assist. You could minimize the risk that way.
Of course, he is still prone to being blitzed more than if he would stay out of range in your backfield or out of range of any 'specialists'. But it's only a ghoul, after all.
Sputnik |
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