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My first Goblin level ups

Posted: Thu Jul 16, 2009 7:20 pm
by Prowler
Heya. Just started a Goblin team and i got my first level ups, and i really need some advice. Im a Dwarf player since day one, and Goblins are...well...pretty different to say the least ;)

Gobbo #1 Rolled 5+5. What should i get? Skill, +MV or + AV?
A part of me want to give him +MV, and have him lurking a few squars in to the opponents half, and go for a fast handoff. Kinda like a poor mans Gutter Runner. But im really not sure.

Gobbo #2 Rolled 3+3. No idea...Dirty Player?

Gobbo #3 Rolled 3+4. Read around a little, ppl seem to prefer Sneaky Git, Catch or Diveing Tackle. Not sure about the DT, never used it before.

Any advice would be great.

Posted: Thu Jul 16, 2009 8:06 pm
by Aliboon
Lucky you, two doubles!

DT is a great skill for gobbos on a normal roll, get a few combined with SS and you're opo will get really quite annoyed...

I wouldn't bother with the +MA-the pogoer can do what you want in that regard.

A lot depends on who is in your league-leaping elven stripballers? Get a sure hands player. Otherwise wrestle is a good option-keeps them as safe as block (apart from a possible foul) and you've got a reasonable chance of breaking a cage.

DP is good too, obviously sneaky git next.

But I would be most tempted to get a guarder and a wrestler-reasonably easy to get 1d blocks on a caged up ball carrier (as long as there isn't too much guard in the cage).

Posted: Tue Jul 21, 2009 3:38 pm
by TennBoy
DT is a great way for goblin team to generate turnovers, as you can choose to apply the skill after you see what the opponent rolls for his dodge roll. Also if the opponents fails the first dodge roll and RR it, the -2 is still in effect.

Posted: Tue Jul 21, 2009 6:06 pm
by Grogmir
I would take the +1AG personally, dodging - pickups - everything he does becomes easier. In that respect the Double would be Sure Hands for me.

The normal is really anything. You want - there's a lot of millage out of Sure Feet Sprint players as stunty imo.
I would probably wait until I had a double to spare on guy (give him Dirty player) and then give that one Sneaky git. OR wait until someone gets a little injured and give them SG.

DT + SS is a nasty combo though and would be my main 'line' of gobbos.

Posted: Wed Jul 22, 2009 11:42 am
by cyagen
For double, I think that wrestle or block are the best choice for gobo.

Sure the DP + SS combo is great but chance are that your gobo will not live to see his second skill. Wrestle and block help him right now and keeps him on his feets. Anything else is suboptimal.

Posted: Wed Jul 22, 2009 1:52 pm
by Carnis
If using bribes for fouls, and not secret weapons, then DP is a sound pick. Getting 2 is not out of the question. The old pogostick with + DP and secret weapon rawked, in that it gave you the double skill for free & you didnt ever need a bribe for him, as the ref sent him off during the drive anyway!

Posted: Wed Jul 22, 2009 2:10 pm
by Tanan
5+5 goblin => sure hands or AV
3+3 goblin => Pass Block, if you have a bombardier in your team. Otherwise frenzy (crowdsurf), juggernaut (crowdsurf), piling on (knocked down is the safest place in the field), guard or wrestle.
3+4 goblin = Diving tackle

Posted: Wed Jul 22, 2009 2:56 pm
by THE MASHERKING
diving catch.
hail mary pass.

let the TD's begin

Posted: Thu Jul 23, 2009 5:33 pm
by Wanchor
Doubles for us goblin coaches are always a brainer. There are just so many options all of a sudden.

The Sure Hands suggestion is definitely solid; Strip Ball will come to be a scary proposition to you as the other teams develop and recognize your team as the threat it truly is (har). Plus, everyone hates burning re-rolls on backfield pick-ups.

I've strongly considered getting a Guard gobbo to help out with my troll who has Multiple Block. Moreover, it's pretty good for tight cages, cuts most players down to a dreaded one-die block when deployed closely.

AV does seem tempting too. Of course, I've learned that the best way to survive the fight is not to fight at all (or at least wait until someone bigger has done the job, then move in with the boots), so I leave that up to you. Does this guy have character? Is he tenacious or sneaky? It might not be the soundest decision concerning stats and strategies, but have some fun, get into the role.

As it concerns the normal skill, Diving Tackle is a great start, even better later when coupled with Side-Step or Jump Up. I've considered going the Diving Catch route and giving one of my gobbos Dump-Off or Hail Mary Pass just to keep the enemy coaches on their toes. Gotta have a backup plan that doesn't involve the risk of losing a goblin to a troll's ever-famished gullet.

Lots to think about; I'm interested to hear how it pans out.