Hobgoblin Team

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Evolve To Anarchism

Hobgoblin Team

Post by Evolve To Anarchism »

I know this has probably been done before, but since I've been in the team designing mood as of late, (See Faeries and Nurglings for FUMBBL's Stunty Leeg)I thought I'd give my take on a hobgoblin team.

0-1 The Slavemaster/Coach - Chaos Dwaf
M4 ST3 AG2 AV9 Block, Thick Skull, Tackle, Leader 110K G, ST
0-2 Conniving Gits/Ka-kniving Gits - Hobgoblin Blitzers
MA6 ST3 AG3 AV7 Poisoned Daggger 90K G
*Note* If his dagger is ever confiscated, he will always find a new one for the next game.
0-2 Sneaky Gits - Hobgoblin Catchers
M6 ST3 AG3 AV7 Shadowing, Dodge G, AG 80K
0-2 Thowing Gits/Brave Gits - Hobgoblin Throwers
M6 ST3 AG3 AV7 Sure Hands, Dump Off G, P 80K
0-12 Hoboblins - Hobgoblin Linemen
M6 AG3 AG3 AV7 G 40K

Team Rerolls 60K
No Big Guys

I tried to make a pretty theme-y team. I don't know how effective they'd be but they would definitely be a different style of team. I charged a 20K premium on the blitzers for the permanent poisoned dagger (I hope that's enough). The catchers are 100% theme, as they don't even have catch. The throwers follow the same patter; the last thing these brave gits want to do is hold onto the ball when someone's charging their way. The chaos dwarf is there mainly for thematic reasons but also to give them the closest thing to a big guy a hobgoblin team deserves.

All in all, I hope they are a weak roster. But maybe something fun to play around with.

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Post by BloodNole »

I miss the classic useless hobgoblin teams of yore. The idea from the old fluff was that hobgoblin teams were the worst squads of all time. They made gobbos and flings look good. I would drop the sure hands from the thrower and the dodge from the catcher, adjust cost accordingly.

One move that would make the team fit with the old fluff would be to make all the players bone-headed. You could remove this with the first star player advance. I relize that this team would be worse than useless, but thats the point with the hobgobs.

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Post by Melifaxis »

Yet, hobgoblins on CD squads are far from useless. They are cheap and vital to getting the team off the ground. :D

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Post by Stu »

But presumably they're the best hobgoblins. They're like racehorses while an all hobgoblin team is made up of donkeys.

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Kamikaze Rudy
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Post by Kamikaze Rudy »

Nice analogy Stu!!

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Post by Tim »

I'd go for STR4 at the CD Slaver. It doesn't really make a big difference as there's only one and it would fit the fluff has to be a bit stronger to keep 15 Hobgobs enslaved.

How about an additional rule that if the slaver leaves the pitch, all HGs gain bonehead. That would limit his offensive use of the slaver as well.

Adding a Troll would not hurt either imo.

The catchers could keep dodge, but go down to STR2 for an additional point of movement (7237, Shadowing, Dodge).

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Post by McDeth »

I tried a line up a while ago.

0-12 Standard Hobgoblins
0-3 Evil Gits ( Hobgoblins with Dirty Player )
0-3 Sneaky Gits ( Hobgoblins with poison daggers)
0-2 Cyborcs 4 5 2 9 Niggle, Thick Skull( The niggle representing the fact that they are half machine therefore likely to not be working every game ).

Only played a few test games with em. Gave a nice slant on the fouling aspect, especially coupl,ed with Galaks MBBL Hobgoblin Coach. Fits the feel of the team.

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Post by BloodNole »

Tim,
Thats a great idea regarding the boneheads. As long as da boss is on the field they can hold it together, but without the slaver they go boney.

I also concur with troll availability.

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