My first Goblin level ups

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

Moderators: Valen, TFF Mods

Post Reply
User avatar
Prowler
Experienced
Experienced
Posts: 133
Joined: Tue Jun 26, 2001 12:00 am
Location: Sweden
Contact:

My first Goblin level ups

Post by Prowler »

Heya. Just started a Goblin team and i got my first level ups, and i really need some advice. Im a Dwarf player since day one, and Goblins are...well...pretty different to say the least ;)

Gobbo #1 Rolled 5+5. What should i get? Skill, +MV or + AV?
A part of me want to give him +MV, and have him lurking a few squars in to the opponents half, and go for a fast handoff. Kinda like a poor mans Gutter Runner. But im really not sure.

Gobbo #2 Rolled 3+3. No idea...Dirty Player?

Gobbo #3 Rolled 3+4. Read around a little, ppl seem to prefer Sneaky Git, Catch or Diveing Tackle. Not sure about the DT, never used it before.

Any advice would be great.

Reason: ''
[b]Against us all.[/b]
Aliboon
Super Star
Super Star
Posts: 870
Joined: Tue Jan 17, 2006 6:55 pm

Post by Aliboon »

Lucky you, two doubles!

DT is a great skill for gobbos on a normal roll, get a few combined with SS and you're opo will get really quite annoyed...

I wouldn't bother with the +MA-the pogoer can do what you want in that regard.

A lot depends on who is in your league-leaping elven stripballers? Get a sure hands player. Otherwise wrestle is a good option-keeps them as safe as block (apart from a possible foul) and you've got a reasonable chance of breaking a cage.

DP is good too, obviously sneaky git next.

But I would be most tempted to get a guarder and a wrestler-reasonably easy to get 1d blocks on a caged up ball carrier (as long as there isn't too much guard in the cage).

Reason: ''
TennBoy
Experienced
Experienced
Posts: 122
Joined: Mon Oct 23, 2006 2:50 pm

Post by TennBoy »

DT is a great way for goblin team to generate turnovers, as you can choose to apply the skill after you see what the opponent rolls for his dodge roll. Also if the opponents fails the first dodge roll and RR it, the -2 is still in effect.

Reason: ''
Grogmir
Emerging Star
Emerging Star
Posts: 345
Joined: Fri Dec 29, 2006 11:57 am
Location: Brighton, UK

Post by Grogmir »

I would take the +1AG personally, dodging - pickups - everything he does becomes easier. In that respect the Double would be Sure Hands for me.

The normal is really anything. You want - there's a lot of millage out of Sure Feet Sprint players as stunty imo.
I would probably wait until I had a double to spare on guy (give him Dirty player) and then give that one Sneaky git. OR wait until someone gets a little injured and give them SG.

DT + SS is a nasty combo though and would be my main 'line' of gobbos.

Reason: ''
Spike Cup Reading 07 -- Runner Up, DE's. Damn you Lycos!
Conflict south 07 - Winner, Dark Elves.
Brighton BB league runner up 07 - DE's.
Brighton BB league runner up 06 - Dwarves
User avatar
cyagen
Star Player
Star Player
Posts: 748
Joined: Mon Jan 26, 2004 2:52 pm
Location: Germany

Post by cyagen »

For double, I think that wrestle or block are the best choice for gobo.

Sure the DP + SS combo is great but chance are that your gobo will not live to see his second skill. Wrestle and block help him right now and keeps him on his feets. Anything else is suboptimal.

Reason: ''
Carnis
Super Star
Super Star
Posts: 1124
Joined: Thu Apr 09, 2009 8:50 pm

Post by Carnis »

If using bribes for fouls, and not secret weapons, then DP is a sound pick. Getting 2 is not out of the question. The old pogostick with + DP and secret weapon rawked, in that it gave you the double skill for free & you didnt ever need a bribe for him, as the ref sent him off during the drive anyway!

Reason: ''
Tanan
Rookie
Rookie
Posts: 7
Joined: Thu Jul 09, 2009 11:31 am

Post by Tanan »

5+5 goblin => sure hands or AV
3+3 goblin => Pass Block, if you have a bombardier in your team. Otherwise frenzy (crowdsurf), juggernaut (crowdsurf), piling on (knocked down is the safest place in the field), guard or wrestle.
3+4 goblin = Diving tackle

Reason: ''
THE MASHERKING
Rookie
Rookie
Posts: 13
Joined: Thu Feb 08, 2007 1:16 pm

Post by THE MASHERKING »

diving catch.
hail mary pass.

let the TD's begin

Reason: ''
Goddamn its good to be the MasherKing
Wanchor
Emerging Star
Emerging Star
Posts: 343
Joined: Thu Jul 09, 2009 4:51 pm

Post by Wanchor »

Doubles for us goblin coaches are always a brainer. There are just so many options all of a sudden.

The Sure Hands suggestion is definitely solid; Strip Ball will come to be a scary proposition to you as the other teams develop and recognize your team as the threat it truly is (har). Plus, everyone hates burning re-rolls on backfield pick-ups.

I've strongly considered getting a Guard gobbo to help out with my troll who has Multiple Block. Moreover, it's pretty good for tight cages, cuts most players down to a dreaded one-die block when deployed closely.

AV does seem tempting too. Of course, I've learned that the best way to survive the fight is not to fight at all (or at least wait until someone bigger has done the job, then move in with the boots), so I leave that up to you. Does this guy have character? Is he tenacious or sneaky? It might not be the soundest decision concerning stats and strategies, but have some fun, get into the role.

As it concerns the normal skill, Diving Tackle is a great start, even better later when coupled with Side-Step or Jump Up. I've considered going the Diving Catch route and giving one of my gobbos Dump-Off or Hail Mary Pass just to keep the enemy coaches on their toes. Gotta have a backup plan that doesn't involve the risk of losing a goblin to a troll's ever-famished gullet.

Lots to think about; I'm interested to hear how it pans out.

Reason: ''
Post Reply