Give him Big Hands and throw him into the opponents cage!Warpstone wrote:Sorry guys, my bad: This is a gobbo on a Chaos Pact team , so he really only is for TTMs
Flying Gobbo's First (and likely only) Skill?
-
- Super Star
- Posts: 789
- Joined: Tue Oct 09, 2007 7:14 pm
Reason: ''
Ne cede melia, Marlow.
Trophies: MBBL Dungeon Bowl Season Nine; Boudica Bowl IV Stunty Cup
Leicester Blood Bowl League - http://www.leicesterbbleague.com/
Trophies: MBBL Dungeon Bowl Season Nine; Boudica Bowl IV Stunty Cup
Leicester Blood Bowl League - http://www.leicesterbbleague.com/
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
Yeah! Marlow's right! That's awesome! He knocks down the ball carrier, then if he can, he picks up the ball and dodges free!
Or whatever. I vote "nothing." Throw rookies. Don't develop skills for landers: they're too expensive to kill off, and they'll never justify the TV increase if you play them only on throwing drives. If you get a +AV guy, maybe, but I'd take +MA on the guy instead and never throw him.
Yeah. Throw rookies. Throw -MA or -ST players. Don't develop cannonballs. If you have a model that's a throw-me-boy by appearance, then see if your league will let you change your roster number once so that's the gimp model, and when he dies use that model for the green rookie that replaces him. If that guy gets a skill, then getting permission for a second swap of the same sort will be easier than it was the first time.
I knew this Halfling coach once who always did that with the best player he had, who was named "Personal Avatar." He'd rearrange the numbers if he got an AG increase. This caused a stink the first time, but we all agreed that he had to give a public notice of the change and that'd be that. This prompted him to do the opposite with Throw-Me Boy (always named No Pants Mc[whatever], and using a figure modeled [in]appropriately) who got renamed and renumbered (using a different fig) when he got too valuable to throw or when someone else got gimped even worse.
Or whatever. I vote "nothing." Throw rookies. Don't develop skills for landers: they're too expensive to kill off, and they'll never justify the TV increase if you play them only on throwing drives. If you get a +AV guy, maybe, but I'd take +MA on the guy instead and never throw him.
Yeah. Throw rookies. Throw -MA or -ST players. Don't develop cannonballs. If you have a model that's a throw-me-boy by appearance, then see if your league will let you change your roster number once so that's the gimp model, and when he dies use that model for the green rookie that replaces him. If that guy gets a skill, then getting permission for a second swap of the same sort will be easier than it was the first time.
I knew this Halfling coach once who always did that with the best player he had, who was named "Personal Avatar." He'd rearrange the numbers if he got an AG increase. This caused a stink the first time, but we all agreed that he had to give a public notice of the change and that'd be that. This prompted him to do the opposite with Throw-Me Boy (always named No Pants Mc[whatever], and using a figure modeled [in]appropriately) who got renamed and renumbered (using a different fig) when he got too valuable to throw or when someone else got gimped even worse.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
-
- Star Player
- Posts: 589
- Joined: Thu Jun 02, 2005 3:51 pm
- Funksultan
- Veteran
- Posts: 167
- Joined: Thu Jul 05, 2007 2:27 pm
Ok, heresy I know... but my vote is for block.
On the chance that he doesn't make it into the end zone for some reason, a blodger is still difficult to take down, and not a gimme, even with 3 dice.
The side effect is better all-around survivability.
I know, I know, he needs to stay outta trouble in the first place, but sooner or later, he's gonna draw some attention. Plus, gobbos and halflings with block/dauntless just crack me up.
D
On the chance that he doesn't make it into the end zone for some reason, a blodger is still difficult to take down, and not a gimme, even with 3 dice.
The side effect is better all-around survivability.
I know, I know, he needs to stay outta trouble in the first place, but sooner or later, he's gonna draw some attention. Plus, gobbos and halflings with block/dauntless just crack me up.
D
Reason: ''
- Pug
- Legend
- Posts: 3699
- Joined: Tue Oct 10, 2006 9:23 pm
- Location: Middle of nowhere
- Contact:
Re: Flying Gobbo's First (and likely only) Skill?
A man with a good sense of humour!Warpstone wrote:So I have a gobbo dedicated to only TTM.

Reason: ''
-
- Star Player
- Posts: 680
- Joined: Wed Sep 26, 2007 12:54 am
- Location: In your endzone, killin' your dudez
Chaos Pact gobbos have AM access. On doubles, Pro is the skill of choice for the Right Stuffer, as it might allow a failed landing to succeed. And if he's so amazingly lucky as to roll a second double, then Sure Hands has got to be at least as useful as Block.Funksultan wrote:Ok, heresy I know... but my vote is for block.
Catch is probably better on this team than any other because of the vast amount of P access, but Sprint and Sure Feet are better. No other skills help specifically with OTS. The other skills mentioned will make the goblin a useful Right Stuffers. You could add Two Heads to that list, though probably after Big Hand.
Reason: ''