Double on a rookie Hobgoblin

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Cool Hand Fluke
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Double on a rookie Hobgoblin

Post by Cool Hand Fluke »

Normally i would take dodge. But, this is for a final against Skaven (although the league does continue after). We use Star Players in our league and my opp. has Headsplitta. :o

We also use the experimental kicking rules, so i'm thinking Dirty Kicker (kicks em in the 'nads/auto stun on a POW - ignore strength)

So, one eye on development on the Hobgob or a specific tactic to try to nullify the big fella?

I have the full 6 CDs, 2 BCs no Big Guy/Star Player. I think he'll have 3 GRs.

Any advice appreciated. Thanks. 8)

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Post by Grumbledook »

I would choose dodge and this thread should be in tactics not skill questions ;]

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Post by Longshot »

Dodge

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Post by sean newboy »

Personally i would go Dauntless.

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Post by McDeth »

Guard, Or Pass and get Sure hands next time

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Post by Cool Hand Fluke »

Grumbledook wrote:I would choose dodge and this thread should be in tactics not skill questions ;]
Soz :oops:

Thanks guys

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Post by Mortalman »

Surely pass - it's your only chance at a throwing play!

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Post by Asmodan »

Yeah i would have taken pass and rather taken dauntless on a dwarf instead.

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Post by sean newboy »

Dauntless is something i would rather take on a hob, more movement and ag for dodging, better chance of getting to use it more than just on the los at kick off.

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Post by Asmodan »

Well i dont like it because if it dont work that hobgobbo is dead meat.
But its just my opinion.
IBloodbowl would be pretty boring if everyone took all the same skills on the players wouldn´t it :wink:

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Post by Cool Hand Fluke »

Going with Dodge as a running game is more my thing (although if i had a BC with Catch .... :?: )

Thanks to all

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Post by bluetooth »

Dodge is nice but I'd take pass. But hey, its your team, mate :)

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Post by Cool Hand Fluke »

bluetooth wrote:Dodge is nice but I'd take pass. But hey, its your team, mate :)
CD/BCs don't catch the ball, they pound and splat and bash and .....

Still not sure which way to go. I have a Hob with Sure Hands (now i'd give him Pass).

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Post by Chaos Dwarf »

As someone who plays Chaos Dwarves on occasion I've found Pass to be the most useful. It gives your team another dimension and saves on using a reroll for passing. I have a hobgoblin with Pass, Block, Sure Hands, and Strip ball. Sure, he only has about four completions in two seasons, but all of those completions have been game savers!

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