CD - 2nd skill on Hobgoblin...

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What skill should a "Sure Hands" Hob get?

Poll ended at Sat Jun 24, 2006 1:25 pm

Block ?
28
80%
Kick ?
5
14%
Something else like...?
2
6%
 
Total votes: 35

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Axtklinge
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CD - 2nd skill on Hobgoblin...

Post by Axtklinge »

My CD team has already played 5 or 6 games (no losses yet :D ), 14 players (6 dwarfs without skills; 2 BC one with Break Tackle and Block, and the other with no skills; 1 minotaur that keeps geting ganged up and beated up...oh, and no skills; and from the remaining 5 hobs only one has "sure hands" and now gets another skill.
(Plus apothecary, and 2 lousy re-rolls. In fact, grab some extra re-rolls is my first priority now, but at 140k I'm having trouble to get em...)

So, what are your opinions on this, should I protect the hob and give him the "Block", or should I think first about the team and give him something else like Kick or else...
(Its not the first time I pick this "Kick" subject, but I seem to have a tendencie to Bad Kick a very big percentage of my Kick Offs...)



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Post by Tritex »

Kick is a good one but he's to be your thrower as well it may be worth looking at Pro or leader for the extra re-roll you can use for passing skills.
Pass block wouldn't hurt as well as he will tend to be the one running in to recover the ball and throw it!.

Hope this helps! :wink:

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Post by sean newboy »

I went with the currently losing in the poll Kick.

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Post by horekim »

at AV 7 you really need some protection if you want him to stay alive

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Post by stick_with_poo_on_the_end »

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Post by aarrgh »

As he already has sure hands, he should be on the bench when your defending. This would preclude kick and pass block IMO. You don't want this guy ejected either....
Stick with good ol' block and give the other hobbos the other skills...

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Post by Joemanji »

Kickoff Return. Or Block if you are not using PBBL yet.

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Post by Axtklinge »

Thanks for your input!

"Leader" would be a nice option but as it is a trait, its not available unfortunatly.
On the other hand "Pro" made me think a second time:
For obvious reasons, I try to keep away from any passing game as much as I can, but more often than not I find myself with a desperate need to score (by turn 6/7 usualy) and sometimes the "less risky" way seems to move up into the oponents field a forgotten Hob (since the BCs tend to be heavly guarded...).
Thats were the "Pro" seems to be handy, as "sure hands" will re-roll failed pick ups, (and as hes not allowed to get any passing skills), "Pro" might just fill that gap, saving my precious turn re-roll for the butter fingers Hobgoblin trying to catch/dodge/GFI to score...

Does any of this makes any sense?


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Post by aarrgh »

Counting on your foe to "forget" about a lone hobbo is not a reliable strategy.....
Also, as you're using this hobbo as your QB and assuming you do fail your pass roll, your better off using a TRR now rather than counting on" pro" as a "pass-lite".

Keep saving for more TRR's ,and listen to Nazgit.........
(forgot about"KOR"grrrrrr)

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Post by Jeremiah Kool »

Block all the way.

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Post by Axtklinge »

Lets keep him as safe as possible...

Block it is!

Thank for your comments!

Cheersl
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