Goblin teams
- Grumbledook
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Goblin teams
OK starting lineups for goblin teams please, standard liveing rulebook rules and any advice would be cool please.
Reason: ''
2 Trolls
11 Goblins
4 Rerolls
7 Fan Factor
Apothecary (I hate to start a team without one, just in case.)
The tactics are pretty simple... throw Goblins downfield either with the ball for a one-turn TD or just to annoy your opponent's backfield.
Above all, the Goblins are a fun team... if you have fun playing them, then you've won no matter what.
-=dan
11 Goblins
4 Rerolls
7 Fan Factor
Apothecary (I hate to start a team without one, just in case.)
The tactics are pretty simple... throw Goblins downfield either with the ball for a one-turn TD or just to annoy your opponent's backfield.
Above all, the Goblins are a fun team... if you have fun playing them, then you've won no matter what.

-=dan
Reason: ''
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13 Goblins 520K
2 Trolls 200K
3RR 180K
9FF 90K
Bank 10K
This'd give you 15 players and should be fun to play. Keep the last slot open to freeboot a fanatic once in a while and have fun. 3 re-rolls might give you a fighting chance. I'm tempted to give up 2 more goblins for another re-roll and 30K in the bank but I think re-rolls down the line shouldn't be too hard to come by.
2 Trolls 200K
3RR 180K
9FF 90K
Bank 10K
This'd give you 15 players and should be fun to play. Keep the last slot open to freeboot a fanatic once in a while and have fun. 3 re-rolls might give you a fighting chance. I'm tempted to give up 2 more goblins for another re-roll and 30K in the bank but I think re-rolls down the line shouldn't be too hard to come by.
Reason: ''
Have fun!
- Trambi
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- Longshot
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i disagree with the tactics.
I ve played with gobbo for 2 tournament now (winner, and qualified for the 1/4 final not yet played)(12/15 players).
And i couldnt throw them because it needs ST6 at the time i started.
Gobbo can run and do some little 'kage' in their own style.
Playing gobbo this way learn you a lot about tackle zone!!!
May be hiring an Ogre at the double cost is needed. I have an Ogre in my Gobbo Team and he is my key player. He is THE BLITZA.
He puts opponent runners and receiver out, he make the breack and let him always free out of opponent tacle zone.
Throwing Gobbo is risky and it hurts a lot, do it onlly if you still have one turn to go and to score.
Never forget the Strengh of a gobbo team:
They are as skilled as the other to foul,assist,carry the ball.
They are good in dodge.
Getting sure feet and sprint make them faster. Doubles are great but rare.Use them well. I have 3 players with AG4, great too!!
The fact is :on a running tactic with gobbo, you dont have a lot of choice, you have to go as deep as you can, you cant stay and see....
So protect the ball-handler with 4/5 players (study Tacle zone) and put tacle zone on the opponent best players (you must sacrifice some of your players to score). After the season and before the play-off :
i have the second best attack in 14 Teams
the third best defence
4 victory(3-0/2-0/3-0/3-0) and two defeat(by only one TD each 1/2 and 0/1).
Total from the two tournament at this time:
3 loss (by one TD all), 2Draws,9 Victory=>1 tournament won and on the road for the 1/4 of the second...)
My team is called 'Rosewell Survivors's ' and take figs from WB, they are great in convertion.Will post them here someday.....if i think about it...maybe...arf
I ve played with gobbo for 2 tournament now (winner, and qualified for the 1/4 final not yet played)(12/15 players).
And i couldnt throw them because it needs ST6 at the time i started.
Gobbo can run and do some little 'kage' in their own style.
Playing gobbo this way learn you a lot about tackle zone!!!
May be hiring an Ogre at the double cost is needed. I have an Ogre in my Gobbo Team and he is my key player. He is THE BLITZA.
He puts opponent runners and receiver out, he make the breack and let him always free out of opponent tacle zone.
Throwing Gobbo is risky and it hurts a lot, do it onlly if you still have one turn to go and to score.
Never forget the Strengh of a gobbo team:
They are as skilled as the other to foul,assist,carry the ball.
They are good in dodge.
Getting sure feet and sprint make them faster. Doubles are great but rare.Use them well. I have 3 players with AG4, great too!!
The fact is :on a running tactic with gobbo, you dont have a lot of choice, you have to go as deep as you can, you cant stay and see....
So protect the ball-handler with 4/5 players (study Tacle zone) and put tacle zone on the opponent best players (you must sacrifice some of your players to score). After the season and before the play-off :
i have the second best attack in 14 Teams
the third best defence
4 victory(3-0/2-0/3-0/3-0) and two defeat(by only one TD each 1/2 and 0/1).
Total from the two tournament at this time:
3 loss (by one TD all), 2Draws,9 Victory=>1 tournament won and on the road for the 1/4 of the second...)
My team is called 'Rosewell Survivors's ' and take figs from WB, they are great in convertion.Will post them here someday.....if i think about it...maybe...arf
Reason: ''
Lightning' bugs for the win
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- vorner23
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As an experienced Halfling coach I've found Gobbos are very similar in many and most respects.
As for the team selection, you can go a number of ways. The two trolls option gives a very solid line of srimmage which otherwise will be rapidly overpowered with only 1 troll.
However, the value of RR cannot be under-estimated. Gobbos struggle with the basics of the game.... like picking up the ball! In the long 8 turn half 2 or 3 re-rolls can be all too little. It depends on what sort of game you are into pursuing. A basher gobbo player will use his two trolls to knock em down, allowing the other gobbos to pile on im and foul madly. This is one approach, otherwise the gobbos can try a more dynamic game of running and very limited passing.
A nice tactic is: used early on, depending on the opponents speed, sling a gobbo up field. This makes people jumpy. Chuck him as far as possible, with the ball is better than not. As long as he doesn't die on impact then you've got a player in a very threatening place.
I do agree with the earlier statement by Longshot. Gobbos can be a contending team.... but you have to very good indeed to make them pay off. Some games they will die in droves. Lose your troll or troll early on and you're possibly going to be made to pay bigtime.
However, the 1 turn gobbo touchdown is magic to see. Is it a bird? Is it a plane? Is it flying snot? No its a one turn gobbo touchdown!
As for the team selection, you can go a number of ways. The two trolls option gives a very solid line of srimmage which otherwise will be rapidly overpowered with only 1 troll.
However, the value of RR cannot be under-estimated. Gobbos struggle with the basics of the game.... like picking up the ball! In the long 8 turn half 2 or 3 re-rolls can be all too little. It depends on what sort of game you are into pursuing. A basher gobbo player will use his two trolls to knock em down, allowing the other gobbos to pile on im and foul madly. This is one approach, otherwise the gobbos can try a more dynamic game of running and very limited passing.
A nice tactic is: used early on, depending on the opponents speed, sling a gobbo up field. This makes people jumpy. Chuck him as far as possible, with the ball is better than not. As long as he doesn't die on impact then you've got a player in a very threatening place.
I do agree with the earlier statement by Longshot. Gobbos can be a contending team.... but you have to very good indeed to make them pay off. Some games they will die in droves. Lose your troll or troll early on and you're possibly going to be made to pay bigtime.
However, the 1 turn gobbo touchdown is magic to see. Is it a bird? Is it a plane? Is it flying snot? No its a one turn gobbo touchdown!
Reason: ''
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I actually about to try out a goblin team for the first time also.
I'm thinking of the following lineup:
11 Goblins
2 Ogres
3 Rerolls
9 FanFactor
1 Apothecary
This gives you 13 players which should be enough first starting out as the dodge skill will protect you a bit. Also I find ogres much better than trolls with the really stupid trait and always hungry trait.
The 9 fan factor should make you able to replace any lost gobbos after game 1 and 2.
I'm thinking of the following lineup:
11 Goblins
2 Ogres
3 Rerolls
9 FanFactor
1 Apothecary
This gives you 13 players which should be enough first starting out as the dodge skill will protect you a bit. Also I find ogres much better than trolls with the really stupid trait and always hungry trait.
The 9 fan factor should make you able to replace any lost gobbos after game 1 and 2.
Reason: ''
It's not just a game - it's Blood Bowl
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I think it's generally agreed that Ogres cost double (i.e 240K) for Goblin & Halfing teams.
I'm putting together a goblin team and am thinking of the following...
11 Gobbos - 440K
2 Trolls - 200K
4 Rerolls - 240K
FF 7 - 70K
Apothecary - 50K
or
11 Gobbos - 440K
2 Trolls - 200K
5 Rerolls - 300K
FF 6 - 60K
I'm putting together a goblin team and am thinking of the following...
11 Gobbos - 440K
2 Trolls - 200K
4 Rerolls - 240K
FF 7 - 70K
Apothecary - 50K
or
11 Gobbos - 440K
2 Trolls - 200K
5 Rerolls - 300K
FF 6 - 60K
Reason: ''
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- Rookie
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- Location: Aarhus, Denmark
Having just reread the rules about big guys and goblin teams I can find no reference that state ogres cost double for goblin teams. Goblins are stated on the ogres allies list and should therefore only cost 120gc thus making them much more desirable than trolls.
Is there a ruling from Games Workshop that state otherwise I would very much like if someone could post the link as it certainly would change my starting lineup.
Is there a ruling from Games Workshop that state otherwise I would very much like if someone could post the link as it certainly would change my starting lineup.
Reason: ''
It's not just a game - it's Blood Bowl
- Colin
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- Location: Red Deer, Alberta, Canada
I thought they might have changed the wording in the LRB to include BGs costing double, but I could only find the rule for SPs costing double for halfies and gobos (except treemen and trolls, of course). Most people seem to have included rookie BGs in with this rule but there doesn't seem to be an official rule to support it (or maybe I just missed it too).
Reason: ''
GO STAMPEDERS!
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One of the BBRC (Blood Bowl Rules Committee) posted to that effect somewhere (i'll try and find it).
As it is not actually in the rules, i suppose it is not official but IMO it is in their 'spirit', so are group will be playing with X2 cost.
Having said that I would definatly prefer an ogre to a troll.
Ed
As it is not actually in the rules, i suppose it is not official but IMO it is in their 'spirit', so are group will be playing with X2 cost.
Having said that I would definatly prefer an ogre to a troll.
Ed
Reason: ''
- Da Scum
- Veteran
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- Location: Edmonton, Alb, CDN
Oh definately, the Ogres on the Goblin team are better than the Trolls. That "Hungry" and "Really Stupid" can hurt worse than the "Bonehead". At least the next update to the Rules will once and for all clarify the "double-cost" problem with Ogres. In the long-run they will be better for your team, though you'll find that the Apoth on your team is solely there to try and keep these players alive! (As it hurts to replace them, 240K! Ouch.)
Goblins are surprisingly competitive in League play, provided a few of them survive a while. You WILL become a master of the Tackle Zones, and you'll both bless and curse Stunty in the same breath. Never underestimate the uses of an AG 4 goblin, let alone a ST 4 one. (Much to annoyance of my opponents in the TBBF, go Git!
)
Being limited to the Agility table bites, but them again, having over half the team with Diving Tackle really annoys Skaven and Elf teams, as now he's got a hell of a time dodging through you.
So starting line-up? I went with 2 Ogres, 10 Gobs, a RR and 6 FF. Pretty low I know, but I took a chance that quick cash would get the Apoth for the Ogres and replacement players...I could get RR later.
If you went with the Trolls though, you can start with a lot more, but consider changing over to an Ogre or two later...especially if a Troll does die and you have a pile of cash lying around.
Goblins are surprisingly competitive in League play, provided a few of them survive a while. You WILL become a master of the Tackle Zones, and you'll both bless and curse Stunty in the same breath. Never underestimate the uses of an AG 4 goblin, let alone a ST 4 one. (Much to annoyance of my opponents in the TBBF, go Git!

Being limited to the Agility table bites, but them again, having over half the team with Diving Tackle really annoys Skaven and Elf teams, as now he's got a hell of a time dodging through you.
So starting line-up? I went with 2 Ogres, 10 Gobs, a RR and 6 FF. Pretty low I know, but I took a chance that quick cash would get the Apoth for the Ogres and replacement players...I could get RR later.
If you went with the Trolls though, you can start with a lot more, but consider changing over to an Ogre or two later...especially if a Troll does die and you have a pile of cash lying around.
Reason: ''
Even the Goblin coach gets a +1 to injury rolls! Ow!
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Under the current rules, and this is probably a mistake, but it is what's printed, you can hire ogres as well as trolls without paying double for them. As they have better agility (a little), better movement and Bonehead rather than Really Stupid, this makes for a pretty good deal, IMO.
Reason: ''
[i]"Alea iacta est."[/i] Julius Caesar