Goblin advancement

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

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Da Boz
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Post by Da Boz »

Ok.
I went for strip ball in the end.

But let's change the question around...

How do you guys think one should advance his goblins?

What skills and in which order?

Cheers!
Da Boz

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Darkson
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Post by Darkson »

Wouldn't worry about it. They'll all be dead soon :lol:

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Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
Da Boz
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Post by Da Boz »

Darkson wrote:Wouldn't worry about it. They'll all be dead soon :lol:
Tell that to Monsieur Cauchy and Monsieur LaPlace... the Ogre and the Troll!

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mikeyc222
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Post by mikeyc222 »

what if you have 1 goblin on an orc team. what would be a good 1st skill.
i've got a little guy that i just added to my team and who has already been successfully thrown(and scored) on both of his 2 attempts. i realize that he will be dead soon so i don't want to give him too many TD's but that's the only thing he will be used for...last ditch score efforts.

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Don't take life too seriously, you'll never get out alive.

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Joaquim

Post by Joaquim »

I would go for:

Guard - to be next to the 2 bigs...

or

Hail Mary Pass - to really show that that lonely goblin down there is really a menace...
:lol:

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Da Scum
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Post by Da Scum »

I find playing the Goblins can and will be a challenge...so it comes down to what the player's "assignment" is on the team.

Da Guyz who gets da ball: Loves AG increase, doubles takes Sure Hands
and Accurate. Dis here becomes the Quarter Back.

Da Guyz who score dem touchdown tings: Side-step is such a great skill,
as it forces the opponent to really think out how to nail the bugger without
forcing him even closer to the End-Zone. Catch is great for making that
blown hand-off, catch and recovering balls. And Sure Feet makes all
the more likely he's diving down the field. Double is likely the Block as
we like them living a while.

Da rest of da gits: Being forced to take Agility skills mean you can have
a team with a LOT of Diving Tackle. It's very satisfying to have nimble
Elf teams fear playing you as having over half a team able to nail him
can destroy his game-plan.

Eventually you can end up with a team with a few real star gobbos, and a
lot of rookies, seeing as this team loves turn-over.

After that, you can really cause your opponent to actually respect playing
a tough Goblin team.

Remember, assignments can really make one plan a good expansion of the team into a team that could win any given sunday...unlike the Raiders.

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Even the Goblin coach gets a +1 to injury rolls! Ow!
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