Flying Gobbo's First (and likely only) Skill?

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Warpstone
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Flying Gobbo's First (and likely only) Skill?

Post by Warpstone »

So I have a gobbo dedicated to only TTM. If he skills up, I'd like to give him something that's most useful for the only scenario I use him in: an end of half one-turn TTM attempt.

What would be the best skill choice considering this is also usually a time when I'm out of rerolls?

Normal Skill Roll:
- Catch
- Sprint
- Sure Feet

Doubles Skill Roll:
- Pro
- Leader

My intuition says Catch and Leader are most useful. What do you think?

I'll probably never give one of the big guys Strong Arm, so this is probably going to be the only skill on the team reserved just for TTM.

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Post by Andromidius »

Sure Feet and Sprint, in that order. If he lands you want to make sure he can reach the Endzone, and since he'll usually be off-target you don't want to trip up and fall on your face or be left just outside of scoring range.

Just my opinion, of course. But those two scream out at me as being especially useful in that situation.

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Post by Daefaroth »

Of those listed I definitely agree with either Sprint or Sure Feet. I wouldn't bother with either Pro or Leader, even on a doubles roll.

A few other skills worth noting. Block, Fend, and Sidestep are all useful skills for players that spend a lot of time unprotected. Jump Up is useful for players that end up prone or stunned regularly.

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Post by fen »

Sure Feet, Sprint, Catch and Jump Up.

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Post by DoubleSkulls »

Generally I'd recommend Sure feet first, but if you only ever want him for TTMs I'd probably take sprint first. Given that the TTM is pretty low chance of success, sprint is the one skill that makes the difference between having no chance and some chance.

So sprint, sure feet, catch

Doubles would be pro.

Jump Up isn't useful for the TTM one turn score since if he falls over with the ball its a turnover anyway.

Generally on orc teams sidestep is good since it helps protect him from getting hurt. Jump Up is also useful and sneaky git feels appropriate.

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Post by Daefaroth »

While it is true that Jump Up isn't going to help you on a OTS attempt, that doen't make it a useless skill. It will help you when things <inevitably> go wrong. Against a slower team, it may give you the opportunity to recover the scattered ball and make it to the end zone.

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Post by Warpstone »

ianwilliams wrote: Doubles would be pro.
Would you really take Pro over Leader? Assume I'm not going to use leader on any other player.

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Post by Andromidius »

Give Leader to a Thrower, if you have one. Chances are you'll never really need to do more then a Short Pass with him anyway so he doesn't need many fancy skills.

Not unless you have dillusions of being High Elves, of course.

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Post by DoubleSkulls »

I'm assuming this is a gobbo on an Orc team who's only purpose is TTM attempts?

You can only have one leader reroll per half regardless of the number of leader players, and having one on a thrower saves 40k vs a team reroll so is something you should probably be doing anyway.

So putting it on a gobbo who only comes out on T8/16 isn't that useful. On top of which if you still have a TRR you can use pro as well.

On a gobbo team I think the argument in favour of leader is a lot weaker since doubles rolls are more precious to them. Block, wrestle, strip ball, sure hands and dirty player are all arguably more useful than another reroll.

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Post by frogbear »

Don't forget that the gobbo needs to have the ball first.

I would personally go Sprint and then either sure hands or catch.

That way you are not wasting the reroll on picking up or catching the ball. You want that reroll for the inevitable throw, land, and spint chance...

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Post by Craigtw »

You know, Sure Hands may not be a bad choice, as it allows you to put some significant pressure on the other team even when you kick to them. If they attempt to pick up the ball and fail, then you throw in the gobbo, pick it up on a 4+ with a reroll, dodge out and score! Have seen it (not with the Sure Hands, mind you - but that just makes it more likely) done and it is very demoralizing for he opposing coach! :D

Also, if this is a gobbo team, then with Sure Hands maybe he could hang up his cape when playing the offense nd just concentrate on picking up the ball and controlling it.

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Post by PubBowler »

Sure Feet and hope the BBRC lets this be a reroll for landing rolls too!

Or in the short term, Id take Sprint.

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Post by fen »

ianwilliams wrote:Jump Up isn't useful for the TTM one turn score since if he falls over with the ball its a turnover anyway.
That would be true but a TTM goblin doesn't just have to be used for one turn TDs. In fact it's a waste if he is. Having Jump Up means when you toss a goblin without the ball there is a chance they'll still be useful even if they fail their landing roll. That's why it's the 4th skill I listed and not the first one.

They were in the order I take them.
PubBowler wrote:Sure Feet and hope the BBRC lets this be a reroll for landing rolls too!
I hope not, as much as I'd like to see this help Goblin and Halfling teams Orc teams benefit too much from such a change.

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Post by PubBowler »

fen wrote:
PubBowler wrote:Sure Feet and hope the BBRC lets this be a reroll for landing rolls too!
I hope not, as much as I'd like to see this help Goblin and Halfling teams Orc teams benefit too much from such a change.
TTM is a very much a statistical long shot. Buffing it a little for Orcs is probably harmless.

The worry comes, I think, from more effective behind line annoyances. But these guys already needed a skill or two to be much of a threat and a three skill gobbo is probably rare enough that the boost to stunties would be worth it.

IMO.

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Post by Warpstone »

Sorry guys, my bad: This is a gobbo on a Chaos Pact team , so he really only is for TTMs :)

If I ever get to the point where I field him for a normal drive, I probably have a much bigger problem than having wasted a skill rule only for TTM :wink:

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