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

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

Moderators: Valen, TFF Mods

Marlow
Super Star
Super Star
Posts: 789
Joined: Tue Oct 09, 2007 7:14 pm

Post by Marlow »

Warpstone wrote:Sorry guys, my bad: This is a gobbo on a Chaos Pact team , so he really only is for TTMs :)
Give him Big Hands and throw him into the opponents cage!

Reason: ''
Ne cede melia, Marlow.
Trophies: MBBL Dungeon Bowl Season Nine; Boudica Bowl IV Stunty Cup
Leicester Blood Bowl League - http://www.leicesterbbleague.com/
User avatar
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

Post by mattgslater »

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.

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.
stormmaster1
Star Player
Star Player
Posts: 589
Joined: Thu Jun 02, 2005 3:51 pm

Post by stormmaster1 »

catch over sure feet maybe?

catching has a higher chance of failing than a GFI, so the reroll may get more use.

Reason: ''
User avatar
Funksultan
Veteran
Veteran
Posts: 167
Joined: Thu Jul 05, 2007 2:27 pm

Post by Funksultan »

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

Reason: ''
User avatar
Pug
Legend
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?

Post by Pug »

Warpstone wrote:So I have a gobbo dedicated to only TTM.
A man with a good sense of humour! :smoking:

Reason: ''
Image
"In Dodge We Trust"
tenwit
Star Player
Star Player
Posts: 680
Joined: Wed Sep 26, 2007 12:54 am
Location: In your endzone, killin' your dudez

Post by tenwit »

Funksultan wrote:Ok, heresy I know... but my vote is for block.
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.

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: ''
Post Reply