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A Goblinteam, crazy or just crazy?!
Posted: Wed Oct 27, 2004 12:28 pm
by Ulfast
Hello everyone. I´m thinking to start a new team and I´m leaning to start a goblinteam. I know it´s crazy and that they are a thought team to play. but I was thinking if I anyway could get some help with some tactics and what a good starting team would look like? We are using the regular rules with 1million in gold and I´m thinking to use a troll or two.
Posted: Wed Oct 27, 2004 12:43 pm
by Gorbad
Well, you absolutely need two trolls, as they are the only ST you will have on the team, and always a threat to your opponent as they can throw a goblin 7 squares forward easily.
Just get FF9, 2 trolls, 12 goblins, 3 RR and an apo, and be prepared to go through the goblins like mad
At the start goblins aren't that bad, as they have dodge, and not many teams will have a lot of block and tackle, but you really need quite a few doubles to make them a lasting team. First doubles should go to Dirty Player, maybe a Sure Hands goblin and the rest block. On normal rolls think things like Sidestep, Diving Tackle and Sure Feet.
You could take a bit of a risk and give Strip Ball to a Block Goblin on a second double, but you will usually end up getting two-die against blocks, so it might not be that great. Do you feel lucky?
If you are playing regular LRB3.0 block on the troll is a given, after that it's your choice of play that decides. Tackle, Guard and Break Tackle are all quite good for different reasons. On doubles Leader is great, but as you might not get to use the Leader Re-Roll after the rules review, Pro and Pass are good options as well.
Mainly, your aim is to foul as many opposing players as you can, throw goblins when you have no more pressing actions that turn, and go for the desperate TD TTM on turn 8.
On defense just annoy the heck out of a few select players, with Diving Tackle and Sidestep and keep fouling.
And every skill roll... pray to Nuffle to grant you an AG+1 on a stunty.
Posted: Wed Oct 27, 2004 2:19 pm
by Zy-Nox
Goblins are actually pretty good at low tr level.
And gorbad seems to have covered everything.

Posted: Wed Oct 27, 2004 3:19 pm
by Gus
yeah, very good analysis, i concur entirely

Posted: Thu Oct 28, 2004 7:17 am
by Dam
Just to add: Remember to feed your Trolls before the game, so they won't be snacking on your Gobbos

.
Posted: Thu Oct 28, 2004 6:50 pm
by Aksho
And dont play against Dwarfs, with Block+Tackle the Longbeards are the HORROR of every Gobo-Team, and the Troll Slayers can handle whats in their name, so stay away from that Team as long as possible or you will pay for it badly
mfg Bernd
Posted: Fri Oct 29, 2004 6:44 am
by Markus
i think a kicker is a nescessity for every team. so i'd recommend to get kick after you have a dirty player. if you are ever that lucky to get a strip-ball/blodging gobo, it would be nice to have some guards who can give assits even in the cage. but as soon as you got all this pieces in place the opposing ballcarrier will have sure hands.
Posted: Fri Oct 29, 2004 6:56 am
by TuernRedvenom
Best long-term tactic I know is kicking out gobbo's that didn't roll doubles on a skill advancement yet and suffer any kind of serious injury.
Posted: Fri Oct 29, 2004 10:44 am
by Ulfast
Thanks for all the advices. I think all of them are very good. I think also that the gobbo team is a fun one to play, even if not perhaps the game winners. But imagine if they did! That would be sometihng to remmeber.
Posted: Sun Oct 31, 2004 7:14 am
by kithor2002
I think coaching a Gobbo team should be no more than fun.
So don't expect much of them.
Posted: Mon Nov 01, 2004 1:57 am
by Lamoron
I have seen an "all Skink" team beat up Khemri, I have beaten up Khemri with a Hafling team, a friends Gobbo team stood the distance against Nurgle's rotters (lost 0-1, but outcassed him).
Never say never, just try all the stupid tricks you possibly can.. the earth is often softer than the opponents fists anyway, and insane things do happen.
Gobbo's rule, -2d blocks rock.... Mummies just need two Gobbos and a reroll, and they go down like no tomorrow. (though this works best in the first couple of games, before the mummies get block)
Party on, and never get attached to the little guys, they have allready made appointments in the afterlife.