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Goblin rulez

Posted: Mon Jul 09, 2012 2:57 pm
by Sandwich
I'm going to be playing goblins in my league next season, but wanted to clear up a handful of rules niggles before I start practicing.

1. Throw team-mate
This is probably the biggie - I've used this online a lot, been used against me, but never done it on tabletop.
Reading the rulebook, I'm reading it as two possible outcomes - a fumble, and inaccurate - and with a natural -1 to TTM I need 3+ (obviously unless in tackle zones, which give a further -1 each).
Is this correct?

2. Ball and Chain
Having looked over this one, I've got a couple of queries about how it interacts with some other skills.
(a) wrestle - I hit a wrestler and get both down, and they use wrestle. Presumably the opposing player will be OK, due to wrestle putting them down safely, but the fanatic will still have to roll for injury - and be at least KOd - as usual?
(b) stand firm - does the ball&chain override stand firm?
(c) if a fanatic moves onto the ball, No Hands kicks in - and presumably this is then a turnover. Does his move complete first, as he has to use all his movement, or does the turn end straight away?

3. Bomber
(a) Does the bomber still get -1 because of stunty, when passing a bomb?
I'm guessing yes, because Stunty doesn't mention the ball, but wanted to check.
(b) If I get a (2nd) double and give him Pass, can I use it twice in one turn? e.g. If I throw a bomb and use a pass reroll, and it gets thrown back, can I use Pass on a second attempt as well? Or are skills like that only once per turn?

Re: Goblin rulez

Posted: Mon Jul 09, 2012 3:54 pm
by MattDakka
Sandwich wrote:I'm going to be playing goblins in my league next season, but wanted to clear up a handful of rules niggles before I start practicing.

1. Throw team-mate
This is probably the biggie - I've used this online a lot, been used against me, but never done it on tabletop.
Reading the rulebook, I'm reading it as two possible outcomes - a fumble, and inaccurate - and with a natural -1 to TTM I need 3+ (obviously unless in tackle zones, which give a further -1 each).
Is this correct?
Yes, it's correct.
Sandwich wrote: 2. Ball and Chain
Having looked over this one, I've got a couple of queries about how it interacts with some other skills.
(a) wrestle - I hit a wrestler and get both down, and they use wrestle. Presumably the opposing player will be OK, due to wrestle putting them down safely, but the fanatic will still have to roll for injury - and be at least KOd - as usual?
Yes, because Wrestle puts the Fanatic prone, and this forces to roll for his injury.
Sandwich wrote: (b) stand firm - does the ball&chain override stand firm?
no
Sandwich wrote: (c) if a fanatic moves onto the ball, No Hands kicks in - and presumably this is then a turnover. Does his move complete first, as he has to use all his movement, or does the turn end straight away?
The turn ends straight away
Sandwich wrote: 3. Bomber
(a) Does the bomber still get -1 because of stunty, when passing a bomb?
I'm guessing yes, because Stunty doesn't mention the ball, but wanted to check.
yes, because the bomb follows the passing rules, as it were a ball.
Sandwich wrote:(b) If I get a (2nd) double and give him Pass, can I use it twice in one turn? e.g. If I throw a bomb and use a pass reroll, and it gets thrown back, can I use Pass on a second attempt as well? Or are skills like that only once per turn?
I think yes, because, for example, you can use Catch multiple times during opponent's turn, when the ball ends in the Catcher's square.

Re: Goblin rulez

Posted: Mon Jul 09, 2012 3:56 pm
by lunchmoney
Sandwich wrote:I'm going to be playing goblins in my league next season, but wanted to clear up a handful of rules niggles before I start practicing.

1. Throw team-mate
This is probably the biggie - I've used this online a lot, been used against me, but never done it on tabletop.
Reading the rulebook, I'm reading it as two possible outcomes - a fumble, and inaccurate - and with a natural -1 to TTM I need 3+ (obviously unless in tackle zones, which give a further -1 each).
Is this correct?
Yep. Also you can only throw to Short Pass range, IE 6 squares.
2. Ball and Chain
Having looked over this one, I've got a couple of queries about how it interacts with some other skills.
(a) wrestle - I hit a wrestler and get both down, and they use wrestle. Presumably the opposing player will be OK, due to wrestle putting them down safely, but the fanatic will still have to roll for injury - and be at least KOd - as usual?
Yes again.
(b) stand firm - does the ball&chain override stand firm?
Nope, he will hit the Stand Firmer and neither will move, then continue with the Fanatics remaining moves.
(c) if a fanatic moves onto the ball, No Hands kicks in - and presumably this is then a turnover. Does his move complete first, as he has to use all his movement, or does the turn end straight away?
Immediate Turnover, so I would say you do not do any more moves.

Dont forget you can use GFI on Fanatics :)
3. Bomber
(a) Does the bomber still get -1 because of stunty, when passing a bomb?
I'm guessing yes, because Stunty doesn't mention the ball, but wanted to check.
Yes.
(b) If I get a (2nd) double and give him Pass, can I use it twice in one turn? e.g. If I throw a bomb and use a pass reroll, and it gets thrown back, can I use Pass on a second attempt as well? Or are skills like that only once per turn?
Nothing in the skill says it is once per turn. Of course under normal conditions you only get one pass per turn so it wouldn't come up (of course allowing that the Bombardier pass does not count as a pass action, so you can have more than one pass per team turn, just not player turn). I'd allow it.

Re: Goblin rulez

Posted: Wed Aug 29, 2012 10:47 am
by Sandwich
Thanks for the replies. I've got another bomber-related question though. If my bomber - who has already rolled a double for HMP (theoretical) - skills again and gets a normal roll, just wondering what other skills would be worth taking.

Catch stands out, in case pesky opponents lob the bomb back at him.
But, can I use diving catch on bombs? So would I get +1 to catch an accurate bomb at me, or use the diving part to (hopefully) grab it landing next to me?

This is of course all theory... league starts next week and I fully expect my bomber to blow himself up within 2 turns. Or if he ever does skill, it won't be a double so he'll get cut and re-bought...

Re: Goblin rulez

Posted: Wed Aug 29, 2012 12:23 pm
by lunchmoney
Sandwich wrote:Catch stands out, in case pesky opponents lob the bomb back at him.
But, can I use diving catch on bombs? So would I get +1 to catch an accurate bomb at me, or use the diving part to (hopefully) grab it landing next to me?
All correct.

All skills that can be used on ball passes can be used for bombs :)

Re: Goblin rulez

Posted: Fri Aug 31, 2012 5:00 am
by daloonieshaman
diving catch +1

B&C remember:
You control his 4 compass directions each move (you place the side out template and roll d6, every space)
He can be knocked down and stay on the pitch (appoth him if he is doing well)
He can take Grab
Second doubles roll is either sure feet or sprint
you can hit your own guys (you choose the result and your guys have dodge giving you 3 chances for a push each of the 3 dice)
tie up a wrestler with another goblin
makes an insane cage breaker so don't be afraid to run him down your opponents throat
use goblins to herd a tasty opponent within range of the B&C
put him front and center on the line