Hobgoblin with everything - what skill next?
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Hobgoblin with everything - what skill next?
My all Hobgoblin team, The Grass Eaters, are having a pleasant run in our league (6 wins, 4 draws, 2 losses). Their success is due in no small measure to Slick Willie, who is +1ST, +1AG, Block, Sure Hands (64 SPPs). I'll re-state that for easy viewing:
6447 Block, Sure Hands
Now it is quite difficult to keep the ball away from Slick Willie, he just keeps getting the TDs (14 so far). Sort of a Hobgoblin Griff. So it's a safe bet that, if he survives, he will reach his 5th Skill Advance before long. The question then is, what to give him?
We play an open league format, using LRB5 + 2008 Rules Review Experimental Rules (aka draft 6th Ed.). The rest of the team has:
Sure Hands, Block
Kick, Wrestle
Wrestle
Wrestle
Guard
Guard
+1MA
(& 7 Rookies)
Some possibilities are: Fend, Kick-off Return, Pass Block, Pro, Tackle. I am most tempted by Pro. Obviously he would take any stat increase on offer. On doubles, Dodge is the most tempting, I guess, but there is also Sure Feet, Sidestep, Jump-Up and Pass, to mention a few. What do you all think?
6447 Block, Sure Hands
Now it is quite difficult to keep the ball away from Slick Willie, he just keeps getting the TDs (14 so far). Sort of a Hobgoblin Griff. So it's a safe bet that, if he survives, he will reach his 5th Skill Advance before long. The question then is, what to give him?
We play an open league format, using LRB5 + 2008 Rules Review Experimental Rules (aka draft 6th Ed.). The rest of the team has:
Sure Hands, Block
Kick, Wrestle
Wrestle
Wrestle
Guard
Guard
+1MA
(& 7 Rookies)
Some possibilities are: Fend, Kick-off Return, Pass Block, Pro, Tackle. I am most tempted by Pro. Obviously he would take any stat increase on offer. On doubles, Dodge is the most tempting, I guess, but there is also Sure Feet, Sidestep, Jump-Up and Pass, to mention a few. What do you all think?
Reason: ''
Smeborg the Fleshless
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Dodge on doubles unless you're a big Nerves fan. This guy's too fragile and valuable to put Side Step on, when you've got so many guys to soak up hits, and most Tackle players are ST3. On a normal roll, I'd give him either Pro or Pass Block, depending on whether your offense or defense is stronger. He's too valuable for Kickoff Return.
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Giving him Wrestle is basically tantamount to giving him a "PLEASE FOUL ME" sign whenever he wrestles someone down. I would give him skills that increase his survivability ... side step / fend / dodge if possible.
If I were you, I'd also make an active effort to get the ball to other hobs for scoring. This guy can of course tote the rock through the hairy part of the pitch, but you're going to be sorry when someone finally cracks him. ST4 and AV7 isn't that difficult to hurt.
If I were you, I'd also make an active effort to get the ball to other hobs for scoring. This guy can of course tote the rock through the hairy part of the pitch, but you're going to be sorry when someone finally cracks him. ST4 and AV7 isn't that difficult to hurt.
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Re: Hobgoblin with everything - what skill next?
Dodge on doubles (to keep him alive).Smeborg wrote:
6447 Block, Sure Hands
Sure Hands, Block
Kick, Wrestle
Wrestle
Wrestle
Guard
Guard
+1MA
(& 7 Rookies)
Any stat increase.
But I recommend tackle on a regular skill.
You don't have any tackle in this team and opponents will use their Blodge-players to keep the ball safe sooner or later against you.
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Hmm, No takers for kick?
Ok, I second Dodge, it allows you to get where you want and protects you. On a normal roll though, I can see Fend as a good choice. However, I think Strip Ball would also be excellent on this piece, and I find any MA 6 team really benefits from Kick Off return on such a solid piece. Being able to cheat this player to ball side and depth would be very useful...
I like tackle, but you can put that on other players.
Final tally fend is probably the best choice, but I would choose Strip Ball or Kick-Off return... there is only so much surviveability you can add to a piece!

Ok, I second Dodge, it allows you to get where you want and protects you. On a normal roll though, I can see Fend as a good choice. However, I think Strip Ball would also be excellent on this piece, and I find any MA 6 team really benefits from Kick Off return on such a solid piece. Being able to cheat this player to ball side and depth would be very useful...
I like tackle, but you can put that on other players.
Final tally fend is probably the best choice, but I would choose Strip Ball or Kick-Off return... there is only so much surviveability you can add to a piece!
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