Agreed on the one Goblin thing, but there's more than one way to use NOS. NOS is used on elves the way Ian describes, but I use it differently with a Goblin. For a Goblin, NOS is there because you can usually protect him from being blitzed at all, but you can't protect him from being covered with a TZ. So you make 'em blitz a Blitzer, and then if they can't keep all your Gobbo's dodge routes covered (even if they can keep a zone on him), you chuck the ball to him and he dodges free to score (Catch is better, but you've got doubles now and you can pick it as #2 for a VERY reliable boy). On an Orc team, I'd be very hesitant to give a Goblin Pro. He's already got Dodge, can get Catch and Sure Feet, and I'd want to have a full TRR available to try TTM. Pro is good for some players, but with a Gobbo, you usually can't afford to fail any rolls and will get much better odds with a dedicated skill (Catch) or TRR.ianwilliams wrote:NoS just isn't worth it. NoS excels when you want to run multiple receivers down field in the expectation one will get marked and the other blitzed. NoS means they have to blitz the NoS one. With gobbos that means you've got a dead gobbo - and if you are fielding more than 1 gobbo on a drive you are fielding too few Orcs. 4 BOBs, 1 Troll, 4 blitzers, 1 thrower = 1 spare spot.
The Orc throwing game involves throwing to Blitzers... or any other AG3 MA6 player. You can have four Blitzers. A Goblin adds one more guy to the cage, and one more receiving threat if you protect him. He's very situational, and not part of the every-turn Orc game, but he makes a big difference vis-a-vis tempo control.