Goblin advancement

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Da Boz
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Goblin advancement

Post by Da Boz »

Got a goblin team that's in need of some advancement counselling...

Our league doesn't use SPlayers...

I already have 14 gobbos, 1 ogre and 1 troll, 4 rerolls and 8FF. (also got 1 cheerleader... I promised it to one of the gobbos if he scored... and he did!)

Two have already skilled and I chose Sprint and Diving Tackle (the new one is just awsome on gobbos!)

I have to chose another skill for a gobbo now... he rolled doubles: what do you guys advise?

Cheers!

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Post by Deathwing »

Block

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Asmodan
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Post by Asmodan »

I agree, take block on a double.

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DoubleSkulls
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Post by DoubleSkulls »

Block is a #1 choice.

Decent alternatives:

Dirty Player - useful, but he's going to be a target

Guard - useful for cage busting (then you can get 1 die blocks on the ball carrier!) and protecting your own ball carriers.

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Post by Piepgrass »

Strip ball

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Post by plasmoid »

I'm with Piepgrass on the strip ball.
With dauntless gone, it is your decent shot at a cagebreaker goblin.
Guard can be used for the same thing.

However, if your big guys have break tackle and get stand firm or dodge, or you just roll high, then they are far better cagebreakers than a goblin.

I'm not sure I would pick blodge, because having it on 1 player will just make him the target of your opponents tacklers.

One of my favourite goblins of all time had pass block. Stunty, dodge (and catch) sure helps a lot with intercepting. But OK, I'm just funny that way :D

IMO, sidestep+diving tackle on everyone is the one solid direction to take your goblin team.
Good luck,
Martin

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Post by plasmoid »

Hi Boz,
check out the pass blocker I mentioned:
http://www.clbbbl.dk/html/greatest/Clevva.htm

Ah, how I long for the good old days
[gets all misty]
I'm really looking forward to next season, where I'll be back in green :o

Martin :)

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Post by los_locos »

Yep block!!!!
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LOCO

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Post by Skummy »

Kick!

teams playing against Goblins rely on getting the ball into a cage, becasue of the stunty, right? Why not make that harder on them?

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Post by Flyin' Fling »

I agree with Skummy.

first double on a stunty team always goes to kick for me.

place it deep, toss a fling towards it the turn after to pick it up if they failed the pickup or didn't get there if you're lucky, or to blitz the lone ball carrier with two against...

It's not as if you have anything to loose :-)

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Post by tchatter »

So after Diving Tackle what would you go for? Side Step?

Just wondering as I never really thought of going for Diving Tackle... I am going to try that out...

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Post by plasmoid »

Hi Tchatter,
yes exactly - sidestep! :D
My plan was sidestep + diving tackle on (almost) everyone :)
Martin

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Post by High & Mighty »

But how does giving your gobbos diving tackle not just incite more blocking against the stunty ones? Opponent realizes he doesn't have a good shot of dodging away so he blocks instead. That would seem to lead to more injured gobbos in the end.

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Post by Longshot »

hail mary pass

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Post by plasmoid »

Hi High and Mighty,
in my experience one of the keys to goblin succes is to pick your fights.

If you're next to a player with block - dodge away.
If you're next to a player with tackle, have a troll blitz him (or dodge away).
If you're next to a player with neither block nor dodge, you have a very good chance of surviving the block.

Remember, if you can get 2 players with diving tackle next to the opposing ball handler, then he is pretty stuck.
If you don't have 2, then one with diving tackle and side step will do.

And with stunty and/or TTM'ing, you should be able to get just 1 player next to the ball handler :D

Martin :)

PS - you don't actually need to stand next to anyone to use sidestep+diving. A big fat screen of these gobbos in front of your opponents advance should stop him cold.

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