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Underworld Goblin with +1AG

Posted: Tue Mar 03, 2009 12:43 am
by EndzoneDance
So I am currently playing Underworld and my goblin with agility 4 just lvled up again! Regular upgrade, so now the choices... I was thinking maybe Big Hand? What do you guys think?

EndzoneDance

Posted: Tue Mar 03, 2009 2:58 am
by OdoGoodgrubb
What other upgrades has he gotten? Just the +1 AG?

Posted: Tue Mar 03, 2009 3:57 am
by GalakStarscraper
Horns is my choice.

Galak

Posted: Tue Mar 03, 2009 3:58 am
by Gaixo
Big hand is probably the one.

Posted: Tue Mar 03, 2009 7:00 am
by DoubleSkulls
GalakStarscraper wrote:Horns is my choice.

Galak
Given that a regular gobbo with Two Heads & Horns is just as good at knocking the ball loose it doesn't feel to me like that really gets the best value from the +AG.

I'd go either big hand for a recovery specialist, or maybe even leap - with VLL next. You never know when that "short cut" will be useful.

Posted: Tue Mar 03, 2009 8:31 am
by Ullis
Do you have a Horns gobbo already? If not, then Big Hand might be a bit of a waste as it comes into play best when you can somewhat reliably blitz a ball carrier in a cage. I guess if you don't have a ball extractor, then you could just take Horns on the next gobbo to skill up.

I'd think Big Hands would be a good choice as it would help in Defence.

Posted: Tue Mar 03, 2009 8:41 am
by Jural
I think you can't go wrong with Leap, Horns, or Big Hand. My personal preference without knowing anything about your team is Big Hand.

Posted: Tue Mar 03, 2009 9:32 am
by Decker_cky
Agree with the general. Big hand looks like a real winner here.

Posted: Tue Mar 03, 2009 8:06 pm
by tenwit
Not Extra Arms? Sure it's 2+ in only up to 1TZ and Big Hand is better for 2TZs or more, but Extra Arms also gives 2+ to catch in 1TZ.. 4+ to intercept.. stacks with Diving Catch for 2+ to catch in 2TZ..

I guess I just like the flexibility more. I'd get more use from Extra Arms on a game-to-game basis. I suppose every now and then Big Hand might win me a game, but Extra Arms would help a lot more often.

Posted: Tue Mar 03, 2009 8:24 pm
by Tripleskull
I think sure feet or extra arms like tenwit said.

Posted: Tue Mar 03, 2009 10:36 pm
by Decker_cky
I dunno...you're going to develop another player to spring the ball from a scrum with horns and ideally strip ball. With big hand, you can get in and out of any mess. Extra arms in general is probably better, but for a stunty who's going into the thick of things, guaranteed 2+ is king (IMO).

Posted: Wed Mar 04, 2009 12:14 am
by nerdkingdan
I'm going to agree with galak, Horns makes the most sense. The little guy with +1 Agility has the equivalent to two heads, extra arms. With horns he has the same play effect as a 2 headed extra armed horn guy but will be getting another skill quicker than the other route would get the fourth.

I would get horns, and hope for doubles for either block or strip ball. Its just better use of SPP.

Posted: Wed Mar 04, 2009 2:28 am
by mattgslater
Another guy saying Big Hand. With a TRR, you can get the ball from just about anywhere.

Posted: Wed Mar 04, 2009 6:05 am
by EndzoneDance
Thanks for all the suggestions! I already have a goblin with horns and I have built my linerats into ball stealers with wrestle and strip ball so I was thinking big hand would be the best choice.

Posted: Wed Mar 04, 2009 7:59 am
by Ullis
Extra Arms would be redundant in most cases. He already catches with 2+ unless there's rain or TZ's. The bonus to intercept will be useful so rarely that it shouldn't even be mentioned.

The +AG is too useful to spoil with Horns. Better to give that to some other poor sap. With AG4 and Big Hand, he can dodge in, scoop up the ball and get out.

To finish with, it's a goblin. The odds are that it's going to die before getting any more skills.