Sure Hands Hobgoblin 2nd Skill
- howabe
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Sure Hands Hobgoblin 2nd Skill
Hi guys,
I'm currently half way (6 games) through my first ever league as Chaos Dwarves, and have just gained a second skill on my ball-handling Sure Hands Hobgob. I have a pretty good idea of which skills I want him to end up with, but I'm not sure which order to take them in.
So my ideas for taking first would be:
Block - keep him standing more likely if cage is broken; make him more able to contribute to bash when without ball
Fend - similar to above, minimise risk from having to dodge etc if they break the cage but only manage a push
Kick-off Return - Give me more breathing space in getting the ball safe quicker/minimise turns needed to score in a pinch
Something else - probably obvious, that I've overlooked...
I have 3 other Hobgobs, one with Strip Ball (safety on defence, Wrestle and (Diving)Tackle to follow) and 2 unskilled (probably a DP and a second ball handler). Rest of team is generic Guard CD (one with Claw/MB) and BC (one unskilled/one Block)
So, which do you think would be the best skill for him to take at this point?
I'm currently half way (6 games) through my first ever league as Chaos Dwarves, and have just gained a second skill on my ball-handling Sure Hands Hobgob. I have a pretty good idea of which skills I want him to end up with, but I'm not sure which order to take them in.
So my ideas for taking first would be:
Block - keep him standing more likely if cage is broken; make him more able to contribute to bash when without ball
Fend - similar to above, minimise risk from having to dodge etc if they break the cage but only manage a push
Kick-off Return - Give me more breathing space in getting the ball safe quicker/minimise turns needed to score in a pinch
Something else - probably obvious, that I've overlooked...
I have 3 other Hobgobs, one with Strip Ball (safety on defence, Wrestle and (Diving)Tackle to follow) and 2 unskilled (probably a DP and a second ball handler). Rest of team is generic Guard CD (one with Claw/MB) and BC (one unskilled/one Block)
So, which do you think would be the best skill for him to take at this point?
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- Digger Goreman
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Re: Sure Hands Hobgoblin 2nd Skill
Block: gotta keep him on his feet till he hands off, then he can lend support by knocking down pursuers....
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Re: Sure Hands Hobgoblin 2nd Skill
I voted for Kick-off Return. Block is another good choise though.
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Re: Sure Hands Hobgoblin 2nd Skill
I'd play it safe with block. I'd rather have at least 1 preferably 2 hobbos with block/surehands before giving one KOR and SH.
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Re: Sure Hands Hobgoblin 2nd Skill
Kick. Although it does depend on the rest of your team a bit. Alternatively go for the kick-off return. The idea is that the dwarves should keep him safe (until the sacrifice to Hashut) so he doesn't need block. Besides, it is a bad idea for slaves to start standing up for themselves*.
*From the Chaos Dwarf perspective, not talking 19th century US here, that's not allowed after all.
*From the Chaos Dwarf perspective, not talking 19th century US here, that's not allowed after all.
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- howabe
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Re: Sure Hands Hobgoblin 2nd Skill
I took Block in the end.
Had my next match today, losing a very close game to Undead (my first defeat with this team).
Hobgoblin in question didn't really do anything... basic ball collection and hand-off, then sitting most of the game out after being crowd pushed, so decision didn't really make a difference yet.
The Bull he handed off to got +ST as his first skill though, so thing aren't too bad
Had my next match today, losing a very close game to Undead (my first defeat with this team).
Hobgoblin in question didn't really do anything... basic ball collection and hand-off, then sitting most of the game out after being crowd pushed, so decision didn't really make a difference yet.
The Bull he handed off to got +ST as his first skill though, so thing aren't too bad

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