Page 1 of 1

Hobgoblin, M or Sure hands?

Posted: Thu Feb 28, 2008 6:58 am
by Thomsen
I have no other players with SH, and Im wondering if the extra move is worth it?

Posted: Thu Feb 28, 2008 7:01 am
by grampyseer
I'd take the sure hands...Movement 7 isn't that fantastic.

Re: Hobgoblin, M or Sure hands?

Posted: Thu Feb 28, 2008 7:22 am
by Jural
Thomsen wrote:I have no other players with SH, and Im wondering if the extra move is worth it?
If your team is young, you can get Sure hands later. But the extra MA is hard to come by, I'd take it. But you would be fine if you took Sure Hands instead, just my preference.

Re: Hobgoblin, M or Sure hands?

Posted: Thu Feb 28, 2008 11:42 am
by PubBowler
Jural wrote: If your team is young, you can get Sure hands later. But the extra MA is hard to come by, I'd take it.
Agreed.

Posted: Thu Feb 28, 2008 2:31 pm
by BloodBowlGuy
I would take the MA +1. An additional movement will help get you in better positions.

Posted: Thu Feb 28, 2008 3:12 pm
by mattgslater
Total disagreement about +MA. MA 7 over 6 is huge, as you can score from off the line without a GFI, and from two or three back with. That opens your defensive options up tremendously, especially against bash teams or in the second half when your oppo is wearing down.

Posted: Fri Feb 29, 2008 9:17 pm
by grampyseer
seriously? The movement over sure hands?

I tend to have a miserable time just GETTING the ball into a quasi-offensive stance. But, meh. That's me, and I should go on record as saying my Chaos dwarves suck :D

Posted: Fri Feb 29, 2008 9:39 pm
by mattgslater
If you evaluate MA vs. SH straight up, I say SH wins. But getting SH on a Hob is easy, and having a +MA guy gives you a different dimension. So I say that, even early in a season, rarity matters when it comes to a Hobgoblin's improvements (not so with a CD or BC, because those guys are hard to skill up). MA is particularly good if you pull a recovery later in the half, as it makes it easier to score fast without a TRR. 7x2 = 14 squares, so the guy can go from off the line into the endzone in 2 turns without a GFI, while an MA6 guy needs two GFIs to pull it off.

Posted: Fri Feb 29, 2008 10:44 pm
by whitetiger
Yep, stat increases definately help your team more than any single skill. You can reroll a ball pick up. Nothing but a stat increase gets you that extra movement. And, any of your hobs can get sure hands on any skill up.

Posted: Fri Feb 29, 2008 11:22 pm
by mattgslater
This does mean you want to get to 6 with another Hobgoblin ASAP, because you are making a trade down until you get that SH player. Fortunately, we're talking about one of the bigger SPP hog positions in Blood Bowl (certainly the cheapest point-hound player in the game), so just remember to score twice with the same guy, go get the ball with the MVP guy, etc. to try to get as many skill-ups as possible spread as broadly as possible, until you have a nice fat toolbox, with SH, Kick, DP/SG, Block/Frenzy, maybe a little funky doubles action with a Side Stepper or another +stat or something.

At that point you'll be surprised at how much of a positive effect it has on your Cas-driven players' improvement. Really. Just take opportunities when they come, and tuck them away for later. Hobgoblins have to account for just about ALL of your skill plays (occasionally you can add a BC into the mix if you need to skill him or nobody else can do it), so you want as many specialists as possible.

Now you have a receiver!

Posted: Sat Mar 01, 2008 2:11 am
by grampyseer
Fair argument Matt.

I'm...ahhh..flip flopping. Take the movement

Posted: Sat Mar 01, 2008 2:46 am
by whitetiger
I agree with Matt. Start turning some of those hobs into specialists. If you roll doubles on one of them, give him pass. If that 7 MA rolls doubles, you might seriously think about giving him catch. Send him downfield and protect him with your Centaur. Now, you can build a cage, bash your way downfield, then when you get close, chuck it into the end zone to your 7 move guy. Gives your team a whole new wrinkle.

Posted: Sat Mar 01, 2008 3:12 am
by mattgslater
Dodge or SS over Catch in my book (more utility), but whitetiger has my point.

Posted: Sat Mar 01, 2008 7:47 am
by Thomsen
Great stuff guys, appreciate it.

Posted: Sat Mar 01, 2008 1:46 pm
by whitetiger
Yep, I was thinking either dodge or catch. Catch for the obvious reason. Dodge because it has use on both offense and defense. You can move on offense and it helps keep him on his feet on defense. I tend to play DE or Humans and I try to make as many of my players blodgers as possible. Nobody can break for the end zone if they're laying on their back.

But, should he not roll doubles, which is more likely, on his next roll, give him block or sure hands. Once again, block for the obvious reason, but give him sure hands for both turn advantages. Pick up the ball and hang on to it when he gets hit.