Nagash puppets!

They say theUndead are a wicked foe to deal with on the fields of BloodBowl. Indeed they are. Them suckers just keep
coming back, again and again.

If you are to coach the Undead, you must focus your attention on your best assets. As with any team. But unlike any
other team the Undead's greatest asset is their Regeneration "skill", which allows them to pop back in to existence
even when normal men would wither and die away. All players, excluding the Ghouls, in the Undead team have this
questionable "skill". I say it questionable, because, you must understand this. The players themselves don't regenerate.
Their coach, meaning YOU, as a necromancer will regenerate them. What this means is that you should wary yourself
for losing your head coach. Do NOT argue. But enough of that.

The roaming rotters

The Undead team consists of five player types. The Mummies, Wights, Ghouls, Zombies and Skeletons.
The Zombies and Skeletons are your linemen, where as your Wights and Ghouls are your blitzers and
passers/catchers. Mummies with their superior strenght of 5 are your blockers.

Everlasting decisions...

The Undead team has ONE major decision which will impact all of your games. And this has to do with the
linemen in your team. For the Undead have two linemen types, the Skeletons and Zombies. Whereas Skeletons
are more mobile with their movement of 5, they are more fragile with their armour of 7. The Zombies on the other hand
move only 4, but have an armour of 8. Some people swear to the name of Skeletons, and others to Zombies. I am a fan
of the lateral option. Why you may ask? Well, basically the difference between these two is not that big, but very huge.
You can ask any Wood Elf or Skaven player if they'd like to have better armour that 7. The 7 just doesn't cut it with a team
like Undead. Or not with the Undead I have played. In some other players games, Zombies can suck. But you might even ask
why not use Skeletons, because they move 5. Ignore the armour? Don't! You'll need it more than movement. Because the
Undead are so slow, you really don't need guys who move more. Most of your TD's will propably be done using some
sort of box. And if you are using a box to score your opponent will, of course, try to block your way. Usually they
will position themselves two squares from the front of your box, not wanting to give you any space to move.
So if there is only two squares, sometimes three, to move to have assists and tackle zones, why have players
who are fragile but more mobile? Exactly. You don't.
But keep in mind, that if you are playing in a league with more finesse teams than teams of brute force, you
might want to take Skeletons instead of Zombies. Because they move more, Hah! But on the general thought, always
take Zombies instead of Skeletons.

As for skills, when your Zombies gain their first skill, what the heck do you give them? I usually give my two
first Zombies who gain skills, Dirty Player. Then I go with Block, and when they hit their third skill, I'd go for Tackle.
For your average lineman, I usually try to do pairs of some sort of players. Two guys with Block and Tackle
as their first two skills, other two with Block and some other skill, preferably Guard if you are lucky enough to
throw doubles, but Leader is always a good choice also.
Just keep in mind, that in any league, Dodge skill will be, on the long run, on many players, so it is good to
go for Tackle for your Zombies whenever in doubt.

I also like to have a "Wild Card" player.
These guys are included in all of my teams, and the reason of them being Wild Cards, is the fact that they
usually have something unusual about their persona. Or what do YOU think of a Zombie with Pass Block,
and Shadowing? They may not be the best skills, but they DO have their use. Especially with Pass Block.
When you consider the fact that you have to have agility of 4, and no tackle zones on you to have a better
chance than 6+ to intercept, then what's the point of giving it to your Ghoul or Wight? Pass Block only allows you
to move three squares, and all you need to do is to make sure that your Zombie isn't in a tackle zone.
Althought they DO dodge on 4+, which is 50% of the time...

Decisive action!

The matter of Wights is ridiculous. They are your average Blitzers, with 6 movement, 3 strenght and agility,
and an armour of 8, which will help them a bit. But they take only General skills. And this just sucks.
They are good for clearing the field, lending an assist when a Zombie cannot, and function as
your all around policemen. They start with Block which gives them a small edge in the beginning.
But their skill development is pretty tough. You really don't want to give them Dirty Player as their
first or second skill. Not even on their third. So what to take? Barring the lucky doubles roll, I'd say
that the best skills for them are Strip Ball, Dauntless, Tackle and Frenzy. And not in that particular order.
Frenzy is a skill which is meaby not the best skill to take for a guy with a strenght of 3, but with your
Zombies around lending a hand, your Wights can easily push anyone of the field. At the kickoff,
you will notice how good it is. Nothing is more better that to get one, or two guys out on your first
turn. If you ever get so lucky to roll either doubles you have a BIG choice to make.
Consider the role of your Wight before choosing anything. If he is your "basher", having Frenzy, meaby
Mighty Blow, or Piling On.  Or if he works as your police, Guard. A good skill is ALWAYS Dodge.
If you are even more lucky you will get a stat increase. Anything is good on them. If you happen
to be SUPERLUCKY, you get agility. I cannot see anything better than an AG 4 regenerating menace
to society. Except AG 5.

Just keep in mind that you Wights have many functions and propably the best of them is the job of
police/basher. This way they can protect your more vulnerable team players. The Ghouls.

The round thing...? 

As much as you might dislike scoring and winning games, on occasions you must. There is NO better way to get in
to good close combat than to do a touchdown, and then bash the crap out of your opponent on the
Line of Scrimmage! But, alas, to do this you must first succeed in taking the small round thing to the
proper place. The opponent End Zone.

To accomplish in this you will need your Ghouls. The weasel-pack of your team. These guys are
fragile with their armour of 7, but move a bit more than your average Joe, 7. With their strenght of 3,
they make excellent catchers, outshone only by the elven catchers. They start with Dodge, and take
Agility and General skills as they advance in skills. Since you can get four of these babes, you
might want to form two pairs from them. The other one made exclusively for scoring, and the
other one for defense. Because they do make great players in botha areas.
What ever you decide to make of them, I'd advice to take Block as their first skill, always.
It doesn't matter what position they play, Block, Dodge catcher with a strenght of 3 is always a bit
tacky to come over.
To your scorer type a good choice after Block is Diving Tackle. This skill gives them some
protection against the opposition Blitzers. Just make sure there is at least one guy to support them,
so that they don't have to dive with 2 dies... After dive, or why not before it, Side Step is
an exceedingly good chooice. Why not even JumpUp. This skill allows you to do those
lightning fast blitz/handoff/move/pass/move/TD! plays. It isn't rare for players to forget
that you have the skill. Sure Hands also is a beauty. It doesn't just give you a better chance to
pickup, but it also foils your opponents dreams of Stripping the Ball from you!

For your defenders, the second skill (remember, Block comes first!) could be Tackle, or why not
Strip Ball. If you decide to take Strip Ball, which I strongly recommend, this leaves your Wights
one skill more to use to their bash/police advance. Other good skills are skills such as Sure Hands,
especially if you have taken Strip Ball. While blitzing, after they drop the ball, you can pick the ball
up on 4+, and with Sure Hands, this usually even succeeds. Plus, this skills negates your opponents
Strip Ball. Then, all you need to do, is to dodge away and form a safe zone for your ball carrier.

If you ever manage to get ANY stat. increase, consider yourself really lucky. A ghoul with a
strenght or agility of 4 is superb. If they move 8, their only superior is the High Elven Lion Warrior!
When you manage to roll doubles, unless you have taken Side Step, I'd consider Stand Firm.
If you have, well, Mighty Blow for defenders, and Guard for your catchers. Guard, because who else
will stand on your ball carriers side, but his brethren?
There really isn't need to take Passing skills, because, when playing the Undead, you will usually
start with at least three Re-Rolls, and the money you gain, will go mostly for the purchase of new ones.

Mash, Bash and RRRummmble!!!

Ah, my everlasting favourites, the Mummies. These guys are just GRR-REAT! They start with Mighty
Blow, which gives them a good chance of inflicting casualties more than anyone, except Dirty Player(s)
in your team. With their strenght of 5, no-one stands on their way! Their greatest minus is in their
movement, which is only 3, but this can be easily overcome. All you need is Frenzy, and you can, while
at the same time making mincemeat of your opponent, move closer to your soon-to-be victims.
All you need to do is to make sure that they cannot run away with a clever use of your Zombies.

There really is no need to describe them anymore, so I'll just jump to skill advances.
As their first skill, well, Block is good, and eventually it has to be taken. But don't forget
Frenzy when picking your first skill. Yes, the blocks are a bit more risky without Block,
but what it does it gives you a better rate of opponents knocked down, because the simple fact
is, that if you don't knock them down, you don't do s**t! But when it comes to their third skill, things,
again, tend to get tricky. They already have Mighty Blow, but with Piling On, they'd get +5 to their
armour rolls, always. What this means is, that whenever they block, they -at least - stun the guy.
This also leaves them down on the ground, vulnerable for enemy Dirty Players. You just have to protect
them with your Zombies then. Also Guard is good, for it gives your Zombies a good backup on the
Line of Scrimmage, and disables enemy Guards. The tricky part right now is, that you have three skills
to choose from. PilingOn, Guard, and Tackle. Usually, one of my guys takes Guard, the other one Tackle,
or PilingOn. PilingOn, just seems a bit better to me. Tackle, well, it gives you a better chance to knock
people down, but with Frenzy, you have already a good chance to knock them down. And with
PilingOn, you only rarely don't make your armour roll, thus increasing the casualties inflicted.
Remember Mighty Blow.

Ever happen to roll doubles, there are three skills -again - to choose from.
Dodge, JumpUp, and Diving Tackle.
Dodge is a good all-around, but the worst from these, becase, in the long run, it will be
pretty much obsolote as many players will have Tackle.
But JumpUp. Oh baby! Combine this with PilingOn, and: "BANG! Can you say Timbe-eer!?
BANG! Can you say Timbe-eer!? BANG! Can you..." and so on, and so on...
Diving Tackle, well. I have no opinions. It is especially good for defense...

But how do I combine this all to wreak havoc amongst my adversaries?

Sofar, what has been handled is mostly what to do with the players, and how to develop them.
But what the heck do you with all that information, without knowledge? All this rant is nothing,
if you don't know what to do with it.
So here comes the things what to do, in a nutshell.

When you are having a bash match, don't be afraid to leave your guys on the open. You have
average armour, and regeneration. As stated in the beginning, you must emphasize your greatest
strenght of all, the power of Regeneration. With this "skill", you won't win games, but it will
make it a whole lot easier.

When playing a real game, with some ball handling in it, play using the general rules which apply
to all teams. Keep a good eye on possible scorers, always put a TZ on the ball, in case you fail
to pick it up. Keep your opponent rolling dice as much as possible, especially ones which have
a good chance of failing, thus using up his re-rolls. Always do the "safe" moves, which require little
 - if none - dice rolls. Protect the ball, and your weaker members.

But most importantly, HAVE FUN!
 
 

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