Gobbo Tactica

Want to know how to beat your opponents, then get advice, or give advice here.

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SolomonKane
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Post by SolomonKane »

you don't see it mentioned much because it's hard to get much Strip Ball on the team. It's harder to justify using more than one double on it, as well. There's so many skills that stunties can yse from the General category...

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jware30
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Post by jware30 »

True, you need doubles to get strip ball, but these discussions do touch on what skills to get on doubles. Galak's doc recommends Kick, 2 Sure Hands, 2 Dirty Player then block.

I can see the benefit of kick, although having to spend a double on it is painful.

Sure hands for my team not as critical. I started my team with five re-rolls making skill re-rolls not as critical. Except many skill re-rolls can be used in one turn.

Dirty Player, again clear. Block is always nice. But I would have killed (or at least mugged) for the ability to throw a one die blitz with strip ball.

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Joemanji
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Post by Joemanji »

Strip Ball is interesting. With the advent of PBBL though, it has to compete not only with Block and DP, but also with Dauntless.

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sKink
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Post by sKink »

Dp on doubles unless they have other skills already. On defence bog opponents advance and he'll make a mistake at some point allowing you to at least 1d. Remember, no cage will hold against you since you have stunty. Be brave, you really need to count on that 3+ rr.

Hire Nobbla whenever you can. Foul the crap out of opponent, esp with dp. Focus on players with tackle and block, since they will hurt you most.

If you can get +st or +ag on a goblin, you got a really special player.

On attack I usually set up so that i get 2 3d blocks with trolls and 1 2d with a gobbo. Then bring the ball near los. SEnd 1-2 goblins to scoring range, to give your opponent something to think about (unless he set up so that there are no gaps) .Usually opponent will bring his entire team forwards to tie up and bash "weak goblins". Usually that will open up a gap to sneak through towards end zone and with your high mobility you can cover him up.
Use ttm when you see no other way, or have 1-2 turns left.

http://fumbbl.com/FUMBBL.php?page=team& ... _id=188028

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jware30
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Post by jware30 »

Four games in to the season, and I'm 2-2.

Lost to Necromantic and Gobos( :oops: )
Win against Chaos and Skaven.

Have six skills at this point, eliminated the whole what to take on doubles problem by not rolling any. :roll:

Goblin with Catch
Troll Break Tackle, Guard
Troll Break Tackle
(2x) Goblin with Side Step.

The loss to the Goblin player was very educational. One thing that I have learned painfully from BB is to be a very conservative player (do things that require no dice rolls first, set up for failure, ...). You can't do that with a stunty team and win. You have to take calculated risks, otherwise you will lose. My opponent did a beautiful job of this, learned a lot from him.

Chaos win was a combination of lack of block on his players and pure luck.

Skaven win was a new player plus fantastic casualties. 11 casualties over the whole game, 5 deaths (2 apothecaried), leaving 1 dead gobo and 2 dead Gutter Runners.

BT has been great on the Trolls, allowing for unexpected blitzes. The two skill troll gained my first three MVPs :D.

Just got guard as his second skill. Really thought about getting Pilling On instead, as that would have given him his third skill much sooner. But I want to see how effective guard might be.

Catch has not been a factor yet, and I just got the side step skills.

Playing Khemri tonight, might not have a team tomorrow. I have 30K, so will take a fanatic to round out my trolls on the front line.

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DoubleSkulls
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Post by DoubleSkulls »

jware30 wrote:BT has been great on the Trolls, allowing for unexpected blitzes. The two skill troll gained my first three MVPs :D.

Just got guard as his second skill. Really thought about getting Pilling On instead, as that would have given him his third skill much sooner. But I want to see how effective guard might be.
One of the reasons I prefer guard over BT is that then you aren't too worried about moving the troll early in the turn and putting him in a good place to slow down several opponents and provide that vital assist.

However like you said the key to stunties is taking risks and BT fits into that pattern. I think I just prefer the re-rollable 1 dice from the assisted gobbo over the 2+ really stupid, 2+ dodge, and 1/9 chance of falling over on the block. Also Trolls are quite slow so even with BT often aren't in a good position to blitz.

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jware30
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Post by jware30 »

Used Fungus the Loon for the first time. He's not very useful. His biggest drawback is not the multiple ways in which he can leave the field but in his lack of a tackle zone. Which means he's completely useless at protecting my other gobos and restricting access to parts of the field.

Did have fun with him, knocked down a couple of mumies, and learned that 3 die blocks against my own goblins are quite safe.

Oh, I scored 0 SPP. The MVP went to Fungus. :o

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Post by Xtreme »

I swear by Diving Tackle on my goblin team. Helps the defensive problems for me.

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