Da Grot Squad

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

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Grogmir
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Post by Grogmir »

Personally don't like the bomber - too much danger for not enough impact, but in this league it culd be better. I usually only go for the Fanatic and the looney as I have 12 gobbos, 2 trolls leaving only 2 places for SW's. I've never had much joy with the pogoer but others say its a solid peice.

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Post by Cramy »

I'd actually go for the Apoth, but mainly to save the Trolls, not the Gobbos. You can use the Apoth on the Gobbos later, once you have Gobbos with a few doubles skills or stats increases that you want to keep.

If you want a secret weapon, the Fanatic would be my choice. I avoid the GFIs with him. As soon as he falls, it's a KO or worse. Not good. If you use your reroll for the GFI, then he rolls a both-down. KO or worse again. Believe me, avoid GFIs with this guy, even though it is extremely tempting I must admit.

The main thing is to keep him fairly close to your players while not boxing him in. I like to try to make sure that most opponents can't get 2-dice blocks against him (force 3-dice blocks against), so flank him with Gobbos close-by and the Trolls a bit farther away on each side. Makes a pretty wide high strength wall moving forward.

Once you have done your safe and important moves, then move the Fanatic. Go forward to hit, then move back a bit. Then move your Gobbos next to him. Then move the Trolls forward via moves or blocks, with their Gobbo helpers following them. If you get two dice blocks with the Gobbos, hit with them instead, then just move the Trolls (avoid failed blocks with Loner). If the Fanatic or Trolls have made an opponent fall, get a Dirty Player in there to foul with as many assists as possible. Use the Pogoer until you get another Dirty Player. Oh, and don't forget to move the guy with the ball in a safe place somewhere behind the Fanatic and Trolls. ;)

If the Fanatic ends-up by himself, a smart coach will make him fall (even with 2-dice against), and then he is out of the game as he will not make it back from the KO unless you have a Bribe to get him to come back.

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Post by stashman »

I got myself a Fanatic!

This friday I will be playing an orc team, Iron Claw Thunders (the coach will probably read this :lol: ) and its a team of 4 BOB, 4 Blitzers (one with MA7), 2 Lineman and a Thrower. 3 rerolls and FF1

We have the same TV108.

Any good advice?

I think I will "hunt" his black orcs with my Fanatic and go crazy with the Looney against his Blocking Blitzers! Maybe gang-up 2 gobbos vs 1 orc and play a good one dice match. Fouling will be a need, not on lineman but on thrower and blitzers.

Get me some decent proposals on how to deal with the orc team :lol:

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Post by thechosengobbo »

Hmm, not played orcs for a long time..
1. Get your trolls to start isolating the BOB's and start knocking them down. Fanatic should take care of the other two if he deploys three on the LOS (you then deploy troll,fanatic,troll, with a gobbo behind the fanatic for the stupid rolls, use the trolls to take out whoever the fanatic doesn't).

Personally, I'd take a bribe and chainsaw, but that's if the funds were available, and if you had my luck against AV9 with the chainsaw (but ask him to crack anything less and he sits on the thing :pissed: ). Fanatics can at least shut down the LOS that the other guy uses.

If he has gobbos, isolate and bully them into submission. Anything to take him down by players.

You're faster than his linemen, use that. Gang block (and gratuitously foul, of course) his blitzers and the two BOB's the trolls left.

If you can, throw a gobbo a turn, just to take advantage of the ability to hit his players from both sides. Then just strive to get the ball into his half by happy chance, and you're halfway there.

If he breaks through your lines, then gang block and gratuitously foul even more, as once he scores he kicks to you and you WILL try and TTM for a TD on the receive. Only try and stall him if you have a secret weapon on the pitch, so it can do more damage.

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Post by DoubleSkulls »

Don't worry about BOBs. S4 and no block is nothing like as dangerous as S3 with Block. So try to get the BOBs chasing gobbos 1:1 - so they only get 2 dice and get your trolls/SWs targetting the blitzers.

The fanatic needs to go straight at his cage and just prove really annoying.

Success is going to be based on either stopping him getting a cage formed and turning him over in his own backfield or if that doesn't work "cage breaking" gobbos doing 2 dice against blocks on the ball carrier (hopefully a thrower and not a blitzer).

Maybe, if you can put the trolls & fanatic in front of the cage, you might work something better.

On offence use your superior mobility to drag him out of position and run the other way.

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Post by stashman »

Da Grot Squad won 2-0 over the orcs!

Managed to play 8 turn TD in first half. The orc team was only 9 in the begining off the second half and I managed to steal the ball and went for the 2-0 win.

Each troll got a cas and the Chainsaw cut up a blitzer in turn one. Then pushed one lineorc to the crowd and was able to stall.

After 2-0 I tried to get another TD in three turns but didnt get the ball after using reroll for a landing attempt.

Well 2-0 was a great win.

Next I am up for some Vampire.

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Post by stashman »

Vampires with AG4 ST4 was a bit harder to get hold off. I tried to get his Thralls but I missed my chainsaw loonie and I lost due to a bit insane running with a free goblin living on the hope off dodge.

He got him down and managed to make a vampire passing the ball and I lost 1-2.

The good thing is now I have an apothecary, chainsaw is back, grab on a troll and BLOCK ON MY POGOER!

Next two matches are against humans and I will try and cut the blitzers with chainsaw, grab the players next to the crowd so I can puch them out.

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Post by tenwit »

Catchers are just as dangerous as blitzers to you (from a game-winning point of view). If the chainsaw can catch up to one of them, hit him!

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Post by stashman »

What skills to choose on a Fanatic?

Normal Roll

* Grab - Easy way to maybe get another hit on the same opponent

* Guard - Guard is always good, when moving into cages etc.

* Mighty Blow - Easier way to injure the opponent

* Stand Firm - Use him as a wall!

*Piling On - Insane way to hurt yourself and the opponent!!! :lol:



Double Roll

* Block - Is always a good skill!

* Pro - Can be a really good one. GFIs and Block Dice rerolls

* Tackle - Bring down the dodgers!

* Side Step - Get into a better position!

* Sprint - More move/blocks :lol:

* Sure Feet - Safer GFIs


Whats your choice and why?

Thanks!

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Post by tenwit »

Piling On doesn't work with Ball and Chain. You must take a Block Action or Blitz Action to trigger Piling On, but a fanatic can take only a Move Action.

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Post by stashman »

tenwit wrote:Piling On doesn't work with Ball and Chain. You must take a Block Action or Blitz Action to trigger Piling On, but a fanatic can take only a Move Action.
Ball & Chain
If during his Move Action he would move into an occupied square
then the player will throw a block following normal blocking rules against
whoever is in that square, friend or foe (and it even ignores Foul
Appearance!).



Piling On
The player may use this skill after he has made a block...

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Post by DoubleSkulls »

Complete the sentence!
The player may use this skill after he has made a block as part of one of his Block or Blitz Action
Grab is the best skill IMO since it means more chances to line up victims for extra hits. Mighty blow next to make him more damaging when he does hit.

Stand Firm - not too many try to block him so wasted

Guard - good if you never expect him to skill up again. Often he'll end up away from the action where it does no good.

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Post by PubBowler »

ianwilliams wrote:
Grab is the best skill IMO since it means more chances to line up victims for extra hits. Mighty blow next to make him more damaging when he does hit.

Stand Firm - not too many try to block him so wasted

Guard - good if you never expect him to skill up again. Often he'll end up away from the action where it does no good.
Agree with Ian above and I'd add:

Block on doubles.

This is your rostered guy so Pro is worth less, lots of teams won't block them (Side Step & Stand Firm out), it's an rare dodger that's going to end up next to a Fanatic (Tackle).

And I don't know about Sprint & Sure Feet. Sorry.

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Post by DoubleSkulls »

Well since you can GFI, sure feet & sprint are interesting double choices, but maybe not the most useful.

However block has to be picked first, and inspite of PB's opinion I'd probably take tackle on a 2nd double. Even if you don't want tackle then I think pro is probably better than sure feet since I assume you can use it for direction rolls too.

+MA is much better than +Av IMO - its only 'saws and stabs Av really hurts and they aren't too common. +MA is more chances to hit stuff.
+AG is a waste since he never makes AG rolls
+ST :drool:

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Post by stashman »

ianwilliams wrote:Well since you can GFI, sure feet & sprint are interesting double choices, but maybe not the most useful.

However block has to be picked first, and inspite of PB's opinion I'd probably take tackle on a 2nd double. Even if you don't want tackle then I think pro is probably better than sure feet since I assume you can use it for direction rolls too.

+MA is much better than +Av IMO - its only 'saws and stabs Av really hurts and they aren't too common. +MA is more chances to hit stuff.
+AG is a waste since he never makes AG rolls
+ST :drool:
Can I use that on Direction Rolls??? I need an answer!!! That would be good!!!

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