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hobbo skills
Posted: Thu Oct 03, 2002 5:09 pm
by Grumbledook
hobgoblin doubles on first skill roll what to give pls thanks
Posted: Thu Oct 03, 2002 6:50 pm
by Snew
Pass or accurate. With Rerolls so cheap on this team, go for accurate.
Posted: Thu Oct 03, 2002 9:17 pm
by cani
Personally I would take Dodge thus enabling me to get dodge/block combo on the Hobgoblin.
Being a rather slow team you should seldom be in a situation where you have to throw the ball. In most situations you have the possibility of handing off the ball instead and thus only having one 3+ dice roll.
Of course it depends on your playing style and the teams you often play against, however considering that hobgoblins are quite weak I would go for protection rather than making a thrower.
Posted: Fri Oct 04, 2002 4:29 am
by SBG
Pass, Catch, Sprint, Dodge, Guard
In whatever order you wish !
Fred
Posted: Fri Oct 04, 2002 9:18 am
by DoubleSkulls
It all depends on your style of play.
I'd ignore strength skills since your BC's and CD's can pick them up easily enough.
Dauntless is unnecessary, frenzy is a liability. NoS maybe, but without a passing game is not really wothwhile.
If you want to develop them for a passing game then take accurate (you can use a TRR on the pass, so accurate is a better one off skill).
You may want to consider Dump Off too, although with the low ag teams its often not worth it.
So you are left with Agility skills - Dodge is the outstanding candidate here - since it helps counteract your low Av and gives you that extra bit of mobility.
Catch, like Nos, is only really useful if you want to play a passing game.
I can also see an argument for Sidestep, since it means you can sit safely on the sidelines and help protect a ball carrier more easily.
Ian
Posted: Fri Oct 04, 2002 9:24 am
by Valen
I like dodge, It makes it harder to knock them down which is useful, as most CD teams I have played against use a running game.
Later on Sure Hands, and Block are a must!!
I would never even considor a passing game with this lot, leave that to the elves.
Posted: Fri Oct 04, 2002 12:04 pm
by Sputnik
I would go for accurate. Pass will only give you a rr. Save your team RR for actions like that and go with the +1 mod.
I would never even considor a passing game with this lot, leave that to the elves.
So you didn't experience CD using a frequent combo of: picking up the ball with the hobgobbo, moving into protection, only to bootleg next turn to a BC for the TD???
If you can manage that frequently, you can stretch the defense which in turn leaves holes in the middle....
I don't think a shot passing game with a hobbo with accurate/sure hands is useless. But surely, you nedd kind of receivers for that as well, and your hobgobbo may not always get the kick-off. But both can be overcome without that much effort if you want to shift your team towards that strategy.
Sputnik
Posted: Fri Oct 04, 2002 12:23 pm
by Valen
Sputnik,
I am a great beleiver in playing too a teams strengths, and passing is not a CD teams strength, running the ball up the wing with the protection of a BC and 6 CD is!
Posted: Fri Oct 04, 2002 1:07 pm
by McDeth
I took Guard when it happened to one of my chaps in the MBBL2, but i play a running game and i've got an Orc Ally Thower with Sure Hands and Pass, so another Passing player wasn't required
Posted: Fri Oct 04, 2002 1:13 pm
by DoubleSkulls
Ah but the threat of a passing game may weaken your opponent's defences allowing the running game to succeed.
Ian
Posted: Fri Oct 04, 2002 1:19 pm
by Valen
Now if you buy an Orc thrower, then you can have a passing game, therefore any doubles on hobgobbos has to be catch, NofS, etc.... You still need receivers.
Posted: Fri Oct 04, 2002 2:18 pm
by McDeth
ianwilliams wrote:Ah but the threat of a passing game may weaken your opponent's defences allowing the running game to succeed.
Ian
Absolutely. To be honest i was in two minds and because it was PBEM i wanted to get the game finished and roster sent off so it was a rush decision and seemed right at the time, probably should have gone for catch, but i've got 4 re-rolls. Also i love the Guard skill because it can sometimes completely change the course of an attack. Normally i'd keep him back then move him to the area needed to get those instant 2 Die blocks, plus it lets me choose Mighty Blow as the first skill for my Chaos Dwarfs therefore letting them get up to the next level hopefully with the aid of a few casualities, then they can get their Guard skill.
I do tend to play quite a brutal game with the CD's and once they go a player or two up in advantage then they become avery difficult team to break down.
Posted: Fri Oct 04, 2002 2:33 pm
by Valen
That is how I always imagine a CD team playing, nothing but mindless violence, none of this passing stuff.
RUN THAT BALL
But seriously, I can see both sides of the argument, but I just don't like the thought of a passing CD team.
Posted: Fri Oct 04, 2002 4:38 pm
by Grumbledook
Well i ended up giving him catch before most of you had put your thoughts in, had to make a decision.
Just played another game and the hobbo with catch picked up the ball and threw a long bomb to another hobbo with no skills who then scored ;p who said you can't pass. As was said the threat of a pass can make the running game easier, so having someone with catch near their endzone will hopefully have that affect. If he doesn't get covered a move handoff move pass score combo will come into play nicly.
Admitedly now i do need someone who can kind of pass the ball a bit, something that shall have to be worked on. Got to be careful to spread the spps about.
Grumbledook.