Double fives for an Underworld gobbo

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Ullis
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Double fives for an Underworld gobbo

Post by Ullis »

Dear fellow coaches,

I need some skill advice for my Underworld team. A two-headed gobbo took the MVP and got his second skill. The roll was double fives. Please give ideas generously!

The team (and skill advances):

Troll - Block, Claw, Guard
Blitzer - Guard, Mighty Blow
Blitzer - Mighty Blow, Claw, Dodge
Thrower - Block, Accurate, Two Heads
Thrower - Block, Extra Arms, +MA
Lineman - Block, Tackle, Prehensile Tail
Lineman - Block, Two Heads
2 unskilled goblins, no spp's
1 goblin - Horns, 11 spp's
1 goblin - +ST, 6 spp's
1 goblin - Two Heads, 5+5 SKILL
2 goblins - Two Heads, 6 and 8 spp's

3 rr's, over 300k money

Now, my own ideas for the skill are:
- Block just for keeping him standing,
- Big Hand for picking up balls,
- Guard for getting 2d blocks with either the Horns or the +ST goblin into cages,
- +MA for extra threat range

This is likely to be his last skill. None of the rats or the troll are likely to skill up very soon. I'm favouring the Guard idea due to the other gobbos and with Two Heads he's easy to reposition and I only have two other Guarders on the team. Please give ideas generously!

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TuernRedvenom
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Re: Double fives for an Underworld gobbo

Post by TuernRedvenom »

Wrestle! Horns next and you have a great blitzer!
Block is good for a ball carrier, but a thrower can already do this very well. Wrestle gives you something you don't have yet and keeps him alive longer.

edit: shouldn't be too hard to keep this guy alive for his 3rd skill. He dodges on a 2+ with Dodge reroll and has Wrodge.

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Re: Double fives for an Underworld gobbo

Post by Joemanji »

I'd go Guard. 2D on the ball carrier in combo with the other goblins as you say.

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Re: Double fives for an Underworld gobbo

Post by nick_nameless »

He's got dodge and already dodges on a 2+. +mv would be nice to get him places. I would probably lean this way unless I wanted a ball carrier gobbo.

If you want him to be a ball carrier (ie the reason for taking big hands) why not sure hands? The reroll is better than grabbing it out of traffic in this case, no? This would probably be my choice in that case. You can get Big Hands on a regular skill roll if you want it next.

If you just want him to be able to fetch loose balls between the defense, then Big Hand is the way to go.

It really comes down to what you think the team needs to be able to do better.

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Re: Double fives for an Underworld gobbo

Post by Smurf »

Dirty Player... sorry from the lineman thread

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it's a sign, sneaky git and dirty player.

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Re: Double fives for an Underworld gobbo

Post by SunDevil »

+1 for Guard.

Underworld are alrready a kamikaze offensive team, why not make every cagin opponent cringe in fear of the twin Gobbo attack! +2 Dodge into a cage, boom, Guarded assist. Then the +ST Gobbo (with Horns next!) blitzes in on a 3+, eventually a 2+ with 2H, ball pops out, scramble!

I love this idea because it gives me the image of a swarm of mutated Gobbos descending on a helpless Orc/Dwarf/Norse/etc cage while the supposedly stronger team can only watch the Gobbos get everywhere and then the ball bounces away for the Rats to scoop up and scamper off with.

Well, okay, the strong teams won't be HELPLESS but Guard is the way to go! Goblin Cage-Wreckers for the win!

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Re: Double fives for an Underworld gobbo

Post by txapo »

he will score and level up again i bet on it!!!!

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Re: Double fives for an Underworld gobbo

Post by Lunchab1es »

TuernRedvenom wrote:Wrestle! Horns next and you have a great blitzer!
Block is good for a ball carrier, but a thrower can already do this very well. Wrestle gives you something you don't have yet and keeps him alive longer.

edit: shouldn't be too hard to keep this guy alive for his 3rd skill. He dodges on a 2+ with Dodge reroll and has Wrodge.
+1

I like this development path alot.

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Re: Double fives for an Underworld gobbo

Post by Wanchor »

Sure Hands or Block in anticipation of Big Hand coming next. +1 MA might be nice along those lines as well, and an armour bonus wouldn't be a bad idea either.

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Re: Double fives for an Underworld gobbo

Post by Smeborg »

Wrestle cannot be beaten, IMO.

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Ullis
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Re: Double fives for an Underworld gobbo

Post by Ullis »

Thank you for all the input. Sadly there's no consensus and ideas have been all over the place, but that's good really. I kinda wonder why I didn't think of Dirty Player myself. The team could really use some loving for those prone opponents. If this was his first skill, I'd probably pick that but Two Heads and DP don't really mix (although dodging through enemy lines to kick someone on the ground would be pretty heroic).

I don't really think Wrestle or Block will cut it for this gobbo now. He's far away from another skill and I already have a Horned and a +ST gobbo so those two will be my main blitzing gobbos. This is for MBBL and I don't want to keep my opponent waiting any longer (stupid dark elves) and will try Guard for now. The horned gobbo was my first skill on a gobbo on this team and it's been a real disappointment but the Guard could change that, especially as I have two options to blitz into a cage with for 2d. This is partly due to the fact that I've been really bad at using Guard so far and my personal goal since last autumn has been to try and work on that. Also, getting the opponent to give up the ball in the first place has been a challenge the last few games with this team so opportunities to use Big Hand have been rare. Both throwers, who are pretty mobile, have Sure Hands and the other one has Extra Arms.

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Re: Double fives for an Underworld gobbo

Post by Smeborg »

Ullis wrote:...Also, getting the opponent to give up the ball in the first place has been a challenge the last few games with this team so opportunities to use Big Hand have been rare...
That's why you need Wrestle, IMO. The other Blitzer Gobbos will be targetted. You cannot have too many Blitzer Gobbos on the field (whether on defense or offense). When the chips are down for the Underworld (say late in the game against a bash opponent), the Skaven are consigned to the dugout, and you take the field with (say) 7 Gobbos. They need to be able to look after themselves and bring down opponents.

Another important consideration is that Gobbo turnover is high. You can expect for this Gobbo to lose his colleagues sooner rather than later.

That's my opinion. But do let us know how you get on with Guard - I've always wanted to do it, but never had the courage.

All the best.

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Re: Double fives for an Underworld gobbo

Post by cyagen »

+ 1 for Wrestle. Even 2D against gives you good chances of sacking the ball carrier.

Then take Horns and then look at the fear in the eyes of your opponents....

Gobos on an Underworld team should always take 2 heads on a normal roll and Wrestle on a double.

I understand the logic for Guard, but without a Wrestle Gobo it is the sub-optimal choice and will only result on him getting killed. You do not need assists for 2 heads + wrestle + horns gobo. You got a 1/2 chance of bringing down anybody and 1/3 for a dodger.

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