Underworld Pact - how to develop the Gobbos?

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Smeborg
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Underworld Pact - how to develop the Gobbos?

Post by Smeborg »

A fellow coach has recently started playing Undeworld Pact in our league, and I am observing his team with interest (as well as enjoying playing against them).

He is developing the team along the following lines (which I consider a well-conceived plan - bear in mind our league is Orc-heavy):

Storm Vermin = Slayers (M-Blow, Claw etc.)
Linerats = Blitzers (Wrestle, Tackle, Horns, Two Heads etc.)
Throwers = Runners/Receivers (starting with Extra Arms. NOS)
Warpstone Troll = Slayer/Blocker (Claw, Guard, S-Firm etc.)

Now the only unresolved issue here is how to develop the Gobbos. He puts Gobbos on the line of scrimmage in defense (a good idea in my view - why put your best players there to be destroyed?). However, Gobbos face the following rather severe development problems on this team:

- Because of Animosity and MA6, they are not appealing receivers, so score few TDs. Efforts to skill them up typically lose games, given that the team is already somewhat "challenging" to play.
- There are few of them on the pitch anyway (4 at the start, fewer if Stars are used, which they frequently are). Those left on the pitch disappear into the dugout at the usual Gobbo rate, further reducing their opportunities to earn SPPs.
- The appealing mutations available to Gobbos on this team (e.g. 2 Heads, Horns) seem to run counter to the Gobbos' role as linemen (for which "boring" old skills like Sidestep would seem better).

Another way of describing the problem is to say that the team appears very biased towards its Skaven players in terms of skill development.

So what I would like to know is: How have other coaches tackled this problem? What would you recommend for these Gobbos, based on your experience? Or do you think the development plan is flawed (in practice)? If so, what has worked for you?

All the best.

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Post by Grumbledook »

interesting question

as you said their roles as a catcher are limited

the other roles taken by goblins in the goblin team is as a defensive capacity by giving them sidestep and diving tackle

of course you say the league is orc heavy, in that environment I can't really see the goblins being much use at all

wrestle could be a good choice on doubles, perhaps foul appearance would combine well as an annoyance

I wouldn't really expect goblins to last long regardless of what they are given in all honesty

load up on sneaky git and go down the fouling route, orc armour is hard to break but it could be worth a shot to nothing

overall though I would think sidestep is the best choice

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Post by cyagen »

My conclusion regarding Gobos with mutation access is that you got to equip them with skills that are making them worth more than their real TV costs.

A gobo with Horns and 2 head will make the perfect cage invader, but he remains a gobo (no G access). You have to use him in order to force the other coach to change his tactics, get out of his comfort zone, make mistakes and then exploit them.

For underworld Gobos I would suggest that development

2 Gobodancers: Horns, 2 Heads, Diving Tackle (Block on double)
2 Cornerbacks: Sidestep, Diving Tackle, Jump up (wrestle or Tackle on double)
1 Kamikazee : Big Hand, Jump up, Horns
1 Fouler : Sneaky git

Hope it helps

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Post by Grumbledook »

would have thought wrestle would be better on the gobbodancers as you named them than block

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cyagen
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Post by cyagen »

Block is to protect him. The Gobodancers are the first targets of any caging opponent, so they should be blogers if possible. And I prefer to leave him standing than lying on the ground asking to be fouled.

But Wrestle is also a valid choice.

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Post by Andromidius »

Claw. Just load on Claw. Claw, claw claw. Make those Orcs afraid to even try blocking them! It may be an irrational fear, but the protect of losing most of your armour if you skull out against a Gobbo is a sickening thought.

Think of it as a psychological version of Foul Appearence. With the added bonus of hurting people every now and again.

~Andromidius

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Post by Joemanji »

I'd almost never take Agility skills. Mutating gobbos rock.

Two Heads should be your first skill on almost every goblin. 2+ dodges to everywhere are simply brilliant. Two Heads on its own makes a brilliant lino.

Then develop along these lines:

Ball carrier = Two Heads, Extra Arms, Sure Feet (Block on doubles)
Ball retreiver = Two Heads, Big Hand, Extra Arms (Sure Hands on doubles)
Cage buster = Two Heads, Horns, Claw (Strip Ball, Wrestle on doubles)

You only need 1 or 2 of each really, but you should be developing backups for when the original inevitably dies.

Your Skaven should be the ones getting FA and DP if at all. Plus your troll. A Tentacles, Prehensile Tail, Disturbing Presence troll is going to be awesome.

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Post by DoubleSkulls »

You need a deep bench with underworld so its not really that good an idea to plan your team around an ideal 11. Skavs are Av7/8 and vulnerable enough too.

Gobbos I'd give them all two heads first up, unless they got a double or stat. 2+ dodging anywhere is awesome.

Then there are the standard functions
* Blitzer - horns, jump up (wrestle on doubles)
* Ball retriever - big hand, extra arms, block or sure hands on doubles.
* Fouler - sneaky git (dirty player on doubles)

Given that you'll probably have ~7 rostered gobbos a couple of each and you are done.

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Post by PubBowler »

Joemanji wrote: Two Heads should be your first skill on almost every goblin.
I think this is the only hard ans fast rule when it comes to Underworld.

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Post by nerdkingdan »

I've been experimenting with Underworld, and frankly I can't see any real strength in a team that is built on having 6 skaven on the field. You don't have any replacements, nor can you ever.

Frankly I think the best way to play them is with 4 skaven, 6 goblins and the troll.

This way you have replacement skaven and gobos so your strategies and skill choices remain as players are lost.

I've posted on this before the general idea is that if you play the team as 6 skaven and 4 goblins, plus the big guy you are essentially a normal skaven team with goblins over gutter runners and no bench. It just doesn't work out. Your going to end up running goblins as the skaven go, and its better to have the plan setup in advance to play that way.

Goblins have a number of uses, assists, blocking paths with tackle zones, fouls, mutations to cage break, etc... In my first game with in the last league I was in I managed to put 5 goblins on the ball carrier in the backfield by simply dodging through the line. the poor choas player had no way of really dealing with it.

I ended up going undefeated through the whole league, however they didn't go to the BB finals because we all had 2 teams, and my other one was painted.

As for how to develop the goblins, TWO HEADS.

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