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Hobgoblin with dubble

Posted: Tue Jun 02, 2009 6:03 am
by kombat
Hey playing a pretty experienced Chaos Dwarf team and my newest hobgoblin rolled a dubble and i am abit puzzeled what to take. If he would have rolled a normal i would have given him dirty player, since the rest of my hobgoblins are pretty good already and he probably would see much of the pitch so wanted him to havea pretty specialized role.

well the rest of the team looks like this.

Bull Ceantaur: Block, Break tackle, Mighty Blow, +AG
Bull Centaur: Break Tackle
Chaos Dwarf: Guard, Mighty Blow, Piling On
Chaos Dwarf: Guard, Mighty Blow
Chaos Dwarf: Guard, Mighty Blow
Chaos Dwarf: Guard
Chaos Dwarf: Disturbing Presence
Chaos Dwarf: No SKills
Minotaur: No skills
Hobgoblin: +ST, Block
Hobgoblin: Wrestle, kick, (-AG)
Hobgoblin: +MA, Wrestle
Hobgoblin: Block, Sure Hands
Hobgoblin: (Rolled Dubble)

Any Ideas would be much welcome :)

Posted: Tue Jun 02, 2009 6:45 am
by duttydave
I'd give him Dodge.

Posted: Tue Jun 02, 2009 6:47 am
by Joemanji
Dodge.

Posted: Tue Jun 02, 2009 6:56 am
by Andromidius
I'd consider Pass or Accurate.

~Andromidius

Posted: Tue Jun 02, 2009 7:05 am
by duttydave
Andromidius wrote:I'd consider Pass or Accurate.

~Andromidius
I'd consider it and then I'd give him Dodge :wink:

Posted: Tue Jun 02, 2009 7:15 am
by mattgslater
How many TRRs? If 4+, then Accurate. Otherwise, Dodge.

Posted: Tue Jun 02, 2009 12:05 pm
by Caelwyn
Why not guard or a passing skill, he's only got four guard and one dodging hobgoblin on a team with no other dodge doesn't seem all that good.

Posted: Tue Jun 02, 2009 12:15 pm
by duttydave
Why not Guard?

A Chaos Dwarf team will not be short of Guarders as soon as all the Chaos Dwarfs skill up.

With Dodge I don't believe it is the intention to be dodging every time an opportunity allows, it is more that the Dodge skill will help in keeping him on his feet. This is especially useful on an av7 player. Not to mention it will save a Re-Roll should you indeed feel the need to Dodge.

Posted: Tue Jun 02, 2009 12:19 pm
by Skarsnikk
Why not Sneaky Git? If you were going to go down the Dirty Player route why not augment it?

Posted: Tue Jun 02, 2009 1:50 pm
by Caelwyn
One av 7 dodge piece? All they need is one tackle guy and that's a waste of a skill. If either or both of the bull centaurs had picked up dodge, that would be another matter, but IMO dodge wouldn't be the best use of the double.

Seven guard is better than 6, it also alleviates some of the need to get guard quickly on the chaos dwarves. Plus guard will keep him alive as long as you keep him near your other guarders.

Sneaky git is good for fouling. Passing shouldn't be underestimated either, especially with a 3ag bull to receive.

Posted: Tue Jun 02, 2009 3:49 pm
by mattgslater
Dodge is as good as your confidence in your ability to mark Tacklers.

Guard is great offensively on a Hobgoblin, as he can support a block to clear a TZ off him and buy an assist, should he wish to blitz free. Still, until he gets Block, it's not really optimal.

Accurate, man. Help the rest of your guys improve. 2+/4+ with a TRR is 25/36 (just under 70%), same turnover chance as a 1/2d block with Block, but guaranteed SPP if it doesn't turnover. And if it gets you a score with a 13SPP Dwarf or the BC who ran in the last TD, you'll be so glad you have it.

Posted: Tue Jun 02, 2009 3:54 pm
by Joemanji
Caelwyn wrote:One av 7 dodge piece? All they need is one tackle guy and that's a waste of a skill.
Shouldn't be letting your hobgobs get hit with or without Dodge.

Posted: Tue Jun 02, 2009 4:01 pm
by kombat
thanks for all the replys i have 5 rerolls. I am leaning towards accurate sicne i think it is good to haev someone who can throw the ball with somewhat confidence but on the otherhand i have learned the hard way to never trust a hobgoblin. So never let them do anything important, they are simply gonna screw up whatever you do with them :wink:

Posted: Tue Jun 02, 2009 7:47 pm
by Joemanji
You may have 5 rerolls, but you can't rely on them for a Pass and Catch in the same turn, never mind a Pickup, GFI, Dodge etc (and blocks). If you are going to take a throwing skill, take Pass.Here is why:

1) You shouldn't be passing with a CD team.
2) If you are, who are you going to pass to? Optimum team has 2 hobgobs on the pitch at any one time. So the other guy will be marked or dead if you use him as a receiver. Bull Centaur? You need the re-roll for the 4+ catch.
3) The only use I can see is to pass to an empty square. In which case Pass is still better. 89% not to fumble as opposed to 83%.


But don't take Pass anyway. A good CD team would pass the ball once in 6 games at most. That is one use in 96 turns. You could use Dodge (or Block or Guard) in every single one of those turns.

Posted: Tue Jun 02, 2009 8:25 pm
by mattgslater
A player who can throw accelerates the development of all your other players by letting you pick your targets based on need and availability, rather than availability and AG. Even an MA4 Dwarf can be a target on offense, though mostly you'll throw to Hobs and BCs. You should never throw a pass that isn't quick, and you should only throw if you have a TRR available at the end of the passer's move (no rule says you have to chuck on a Pass action).

But yeah, Pass, Accurate, either works. Accurate is a little better, but not much. Assuming a TRR (always a safe assumption, since no TRR = no attempt) and AG2 catcher like a Bull or Dwarf (or Hob in a TZ):

36 perm each
Pass: 2 to fumble, 2 to go inaccurate, 8 to drop, 12 to hit, 12 to hit, save TRR. Burn 24/36 of a TRR, succeed 24/36, + off chance that a scatter (2/36) goes right.
Accurate: 1 to fumble, 10 to drop, 10 to hit, 15 to hit, save TRR. Burn 21/36 of a TRR, succeed 25/36.

On offense, throw into the cage as a matter of preference with this guy, even if you could hand off. You won't be sorry. He'll hit 16 really fast and get Sure Hands or KOR, and then you have an offense.