Gobbo on an Orc Team... first upgrade
- Digger Goreman
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Gobbo on an Orc Team... first upgrade
While sidestep is absolutely lovely... I have an Orc thrower with NoS and Accurate....
Would Catch be better... finally giving me a more/less reliable scoring option on a team that averages less than two TDs a game? Or something else?
Here's the team:
1 Gobbo: standard, awaiting upgrade
4 Blorcs: one with Mighty Blow... one with Block... one with Guard... one with nothing
1 Thrower (mentioned above)
4 Blitzers: 2 with Guard; 1 with Pro; 1 with +St and Mighty Blow....
1 Troll: standard, with Break Tackle and Block
ps: The +St Blitzer is about to go up again... what would you give him?
Would Catch be better... finally giving me a more/less reliable scoring option on a team that averages less than two TDs a game? Or something else?
Here's the team:
1 Gobbo: standard, awaiting upgrade
4 Blorcs: one with Mighty Blow... one with Block... one with Guard... one with nothing
1 Thrower (mentioned above)
4 Blitzers: 2 with Guard; 1 with Pro; 1 with +St and Mighty Blow....
1 Troll: standard, with Break Tackle and Block
ps: The +St Blitzer is about to go up again... what would you give him?
Reason: ''
LRB6/Icepelt Edition: Ah!, when Blood Bowl made sense....
"1 in 36, my Nuffled arse!"
"1 in 36, my Nuffled arse!"
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- wesleytj
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I've always done Catch on the first non-doubles roll, and it's worked well for me. Others are right with taking Block with doubles. And all the upgrade rolls are great! I think I'd have a real tough time choosing between AV and MA, both would be great. I'd probably end up going with AV, but I've had some MA 7 Gobs in the past on an orc team, and they were great.
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Personally I'd go frenzy for the ST 4 Blitzer. You can then set him up centrally and he'll have the MA (with GFIs) to push out any players running down the side. This should mean that you opo won't use the two outer squares, so will force him to go narrow and this will somewhat negate a disadvantage of the orcs-speed.
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- DoubleSkulls
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I always prefer Sure Feet to catch. SF you can use most turns whilst catch is normally once or twice a game. In the long run the gobbo is really for the TTM - so either works okay.
+ST blitzer I'd give tackle to make him even more effective at killing... I'd avoid Piling On too since you have fouling target written all over your head.
+ST blitzer I'd give tackle to make him even more effective at killing... I'd avoid Piling On too since you have fouling target written all over your head.
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Ian 'Double Skulls' Williams
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I would take catch for a fast "Throw Team Mate" and possible one turn Touchdown. I throw flings a lot with my trees so I kinda like the catch + sprint combo.
Recently I have experienced some one tile short Touchdowns on last turn so I never take sure feet before sprint. Maybe I am too lucky with the "Go for It" rolls to even consider.
Tackle for a ST4 Blitzer sounds good.
Recently I have experienced some one tile short Touchdowns on last turn so I never take sure feet before sprint. Maybe I am too lucky with the "Go for It" rolls to even consider.
Tackle for a ST4 Blitzer sounds good.
Reason: ''
- kano
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