Goblin FUN!

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

Moderators: Valen, TFF Mods

Post Reply
Creamster
Rookie
Rookie
Posts: 30
Joined: Mon Nov 08, 2010 11:40 pm

Goblin FUN!

Post by Creamster »

Hey,

I fancied a break from my Nurgle and Dark elf teams, so decided to start a fresh Gobo team and hit it on Cyanide on Nagg. I couldn't see any strategies/tactics/developement discussion so have decided to create one (Lets face it this team really needs one).

My starting team was 2 trolls / Loney / Fanatic / Pogo / 9 Gobs and 4 RR.

High Elves
As I was kicking I didn't deploy any weapons and a 2 turn TD proved me right. I scored within this half to make it 1-1. Annoyingly both of his KO's returned and he used an Apoth on a dead so started 11 vs 10 for the second half. But trolls and gobs pulled their weight and I was 7-10 within a matter of turns. He still managed to loosen up the ball a few times and 1 diced my fanatic to KO him. Last turn I was down to 5 men and one star player managed to dodge in, pick up the ball under two elves, dodge out of 3 tackle zones, hand off to another player marked and then he dodged away to get the TD. Amazing!

Win 2-1 - CAS 4/4.

Ogres
Not much to say - his team was missing 2 ogres so only started with two. A first turn block CASed one of them and my Gobs were very very mean to his snots. Loney was a star here but my fanatic could only play one turn due to no bench! Gobs I think have got the easiest game vs ogres as long as you can roll more open stars then him.

Win 2-0 - CAS 7/2

Orcs
By this time I have 1 guard troll, AG4 Gob and AG4 Pogo. It was his drive. and the enemy spent a lot of time trying to get my trolls down and throwing blocks on my gobs to KO them. I managed to loosen the ball with the looney and stop him from scoring during this half. Second half and after getting the ball around the middle him swamped me and knocked the ball out. His thrower got it and headed back field while his guys pounded on mine. A critical block made an opening and three gobs made 3 dodges each to blitz the carrier. With a lot of his guys tied up he couldn't get free and I scored in my last turn easily.

Win 1-0 - CAS 1/3

Current Team - 4 RR / 1 Apo
Troll - Guard
Troll
Pogo - +1 AG -miss next game :(
Loney
Fanatic
Gob - +1 AG
Gob - Side Step
Gob - Side Step
Gob - Dirty Git
Gob
Gob
Gob
Gob
Gob


Some thoughts...

1. Weapons - Although really good, basically cost you a player after a drive or if they get blocked. Are they worth the TV? This is mainly directed at the fanatic as hes been useless 70 TV. Any general hints with him?
2. Skills Selections - Why oh why couldn't basic gobs have access to General? Apart from building really fast catchers I am struggling to find a point to the list. I see people say drop the gob after LV3 if he doesn't roll a double...
3. Trolls - With these guys I am always throwing their blocks first after moving into areas. I also always have them on the LOS. Any advice on these guys?
4. Purchases - What do I need next? If anything...

I would like to hear from experienced and new goblin coaches, so pipe up!

Reason: ''
dsavillian
Veteran
Veteran
Posts: 225
Joined: Tue Jul 27, 2010 5:01 pm
Location: Calgary

Re: Goblin FUN!

Post by dsavillian »

What kind of inducements do you usually take? I'd max out on bribes every time if I could.

Also, what about break tackle on the trolls? Gives you a good blitzing option even if they are tied up.

Reason: ''
Coach of the Fancy Lads
Blood Bowl League of Calgary
http://twitter.com/bloodbowlcgy
@dsavillian on twitter

It's called Blood Bowl, not Fun Bowl
User avatar
Lunchab1es
Star Player
Star Player
Posts: 613
Joined: Tue Jun 01, 2010 7:21 pm
Location: Georgia, USA

Re: Goblin FUN!

Post by Lunchab1es »

Creamster wrote: Some thoughts...

1. Weapons - Although really good, basically cost you a player after a drive or if they get blocked. Are they worth the TV? This is mainly directed at the fanatic as hes been useless 70 TV. Any general hints with him?
2. Skills Selections - Why oh why couldn't basic gobs have access to General? Apart from building really fast catchers I am struggling to find a point to the list. I see people say drop the gob after LV3 if he doesn't roll a double...
3. Trolls - With these guys I am always throwing their blocks first after moving into areas. I also always have them on the LOS. Any advice on these guys?
4. Purchases - What do I need next? If anything...
Congratulations on a) becoming a goblin coach and b) finding success with them! It seems rare that a coach fulfills both a) and b), with good reason. I am no by means a gobbo expert, but hopefully I can give some sound advice.

1. I really like the Looney and Fanatic. The looney is perfect as-is, and leveling up seems to quickly bring about diminishing returns in TV level. Perhaps Dodge/Sure feet so he can get to whomever needs a good sawin'...but you have to keep your TV low as possible (more on that later). The Fanatic can be fantastic with the right skill ups. On doubles, Block is essential and makes it way harder for opponents to remove him from the pitch. On a second doubles, Sure feet so he can GFI for more blocks! Move boost is also great for this! Mighty blow/ Grab are both solid regular rolls for this guy, so he is one of the few players on the team with real potential for improvement with skill-ups. I would only field the bomber vs low AG caging teams (Dwarfs and Khemri come to mind). Otherwise, he is far too turnover prone for my tastes.

2. I completely sympathize with you here. Teams like goblins and ogres are begging for General access, as it would greatly improve their play (and ultimately, the very reason that they can't). I agree with the advice you have heard. Side Step and Sure feet would be my most regular choices, with maybe a catch here or there. A Goblin with 3 non-double skills is most likely not pulling his weight in TV, so sack 'im or send him off to early retirement via TrollAir.

3. Guard and Stand Firm decent choices for Trolls holding down the LOS. You could give one Juggs and Break Tackle to have a blitzing cage-breaker, but Really Stupid and Loner make this a risky prospect (but hey, you're playing goblins, right?). The 3DB podcast actually advocates cutting and rebuying Trolls who reach 3 skills with no doubles, the logic being that, being goblins, they really need all the help they can get. Given, the 3DB podcasters don't play in a random MVP league, so it is much easier to force-level the trolls with MVPs. However, the heart of the advice is sound in that you really need these guys to be great value for their TV (and block on doubles helps alot in that regard). If you find yourself flush with cash and your 2 or 3 skill Troll is underperforming, consider a new one.

4. Troll surgeon...I mean, apothecary. Protect those expensive pieces, as well as your AG4 prizes.

Goblins thrive on inducements, which aren't really allowed in Cyanide's MM given that you play similar TV. However, Goblins fair decently against other lower TV teams (except for Dwarfs) so keeping your TV low is critical. You don't want to face kill Chaos teams. If you find yourself approaching 1400, you will probably find games become significantly more challenging.

On another note on MM, many players tend to be very faint hearted about losing players, so don't be afraid to target their star player with the chainsaw and gangfouls (which as a Gobbo coach, should be a given anyways!).

Here is a link to the podcast I referenced if you haven't heard it already: http://threedieblock.libsyn.com/three-d ... ins-tackle

I find it to be a very informative podcast.

The very best of luck to you and your goblins!

Reason: ''
Looking for: 5th ed Human Thrower #2
Creamster
Rookie
Rookie
Posts: 30
Joined: Mon Nov 08, 2010 11:40 pm

Re: Goblin FUN!

Post by Creamster »

Concerning Inducements the match making normally puts teams with similar TV and the most I have ever faced was 200k in his favour. In this respect the lack of bribes really hurts this team as the secret weapons are one drive players. As a result I am throwing them in the thick of things and as long as they distract for a couple of turns I am happy. If I had 100k then 2 bribes are a must (but maybe a keg and bribe depending on the amount of tackle).

Played another game vs Necro and it was nasty. I caused one KO and he caused 6 with 2 CAS! I scored turn 5 in the first half and almost sacked his wight with 2 Gobs after he picked up on his drive (1 Dice and Re-roll was only pushes). But luckily held on after my fanatic marked his wolf ball carrier and had Gobs everywhere.

Second Half and he slowed things down but after I applied some pressure he went for it with a wight and ended up one square from TD. I dodged 3 players into him and blitzed him down! At this point he had all of his team chasing me down and I spotted a lone Gob near the centre (no chance of being caught) I dodged into quick pass range and failed the throw.... He collected but after I kept on surrounding his carrier he had to score his turn 14. 2 turns left I created an opening and 3 gobs ran through within TD range and my AG4 Gob ran into QP range. He falied the throw and it landed next to 2 Golems. After he marked all my players he tied to pick up with a wight; he dropped it still in contact with two players though. My AG4 player dodged in, picked it up, handed it off to get another last turn TD!

I am finding this team very strange as I only care about my trolls and AG4 pogo guy getting hurt (trolls not so much either). The rest are dead weight but each one is a massive threat if there is a loose ball. I am not sure how I am going to deal with a S4 carrier apart from throwing gobs at him to slow the drive down. Any suggestions on how to get these guys down?

With no inducements I am guessing it would be better to not let any of the weapons get a level up and just re-buy. This is because they will only be on the pitch for a max of 8 turns and will be eating up 60-90 TV cost. With their special rules they will not be on the pitch long enought either.

Also I have not faced one tackle player yet - I guess they are chainsaw targets.

Reason: ''
User avatar
Lunchab1es
Star Player
Star Player
Posts: 613
Joined: Tue Jun 01, 2010 7:21 pm
Location: Georgia, USA

Re: Goblin FUN!

Post by Lunchab1es »

Creamster wrote: I am finding this team very strange as I only care about my trolls and AG4 pogo guy getting hurt (trolls not so much either). The rest are dead weight but each one is a massive threat if there is a loose ball.
Sounds about right :lol:
Creamster wrote: I am not sure how I am going to deal with a S4 carrier apart from throwing gobs at him to slow the drive down. Any suggestions on how to get these guys down?
Also sounds about right. Chainsaw is another option, throwing a goblin another (although highly unreliable). If you see a player like this on an opponents roster before a match, I highly suggest trying to "neutralize" him before he can get the ball via chainsaw charges and gang fouls. Other than that, put as many speed bumps in front as you can.
Creamster wrote: With no inducements I am guessing it would be better to not let any of the weapons get a level up and just re-buy. This is because they will only be on the pitch for a max of 8 turns and will be eating up 60-90 TV cost. With their special rules they will not be on the pitch long enought either.
Agree somewhat with your inducement mindset. The Looney doesn't stand to gain alot through leveling up, but the Fanatic does (in my opinion).

Reason: ''
Looking for: 5th ed Human Thrower #2
Carnis
Super Star
Super Star
Posts: 1124
Joined: Thu Apr 09, 2009 8:50 pm

Re: Goblin FUN!

Post by Carnis »

Creamster wrote: I am finding this team very strange as I only care about my trolls and AG4 pogo guy getting hurt (trolls not so much either). The rest are dead weight but each one is a massive threat if there is a loose ball. I am not sure how I am going to deal with a S4 carrier apart from throwing gobs at him to slow the drive down. Any suggestions on how to get these guys down?
Score with the chainsaw twice, give him leap. This way you will have a 75% chance of a +3 armor check on the ball. I think it's very strong on the theory side, never actually seen it but it's worth a shot I think =).

Reason: ''
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

Re: Goblin FUN!

Post by mattgslater »

Heck, even if you can engineer a half-die jobbie, that works. A few Gobs with SS can really hose a cage by double-marking the carrier and forcing a dodge.

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.
Creamster
Rookie
Rookie
Posts: 30
Joined: Mon Nov 08, 2010 11:40 pm

Re: Goblin FUN!

Post by Creamster »

Currently 7-0-1

TV - 1300 (4 RR, 1 Apo)

Troll - Guard
Troll -
Loney -
Fanatic -
Pogo - +1A , Sure-Feet
Gob - +1A , Sure-Feet, Sprint
Gob - SS
Gob - SS
Gob - SS
Gob - Sneaky Git
Gob -
Gob -
Gob -
Gob -
Bomb -

Wow what an up and down ride of a team! I have made lots of last turn TD's its nuts. The gobs with the +1 A are a god send getting most of the TD's between them. Also I am not finding the team not that fragile and may start investing in jump-up (my only loss was vs chaos who got 6 Cas's and many KO).

Regarding cages you have to get your players all over the pitch before they can form one and stall it as long as possible. The carrier has to go for it on his own (or a couple of guys) and then thats the time to get him. This involves pulling gobs in for the assist to blitz him on one dice. One time an ogre got the ball within TD and I pulled 4 gobs in contact for the 2 dice blitz, he really didn't see this happening.

I am not finding SS useful mainly because I am always pulling my guys out of contact so they never get to use it. Regarding fouling (mainly sneaky got guy) after secret weapons and KO's I do not use it. I find I cannot spare the gobs and would rather start with 11 guys then risk the potential of causing an injury. I know some players say foul and foul every turn (1 in 6 off being sent off) but player management is hard. Any thoughts on fouling with gobs?

Thoughts on weapons-

Loney - Gold! Nothing more to say... but always use him for the blitz ASAP and make sure you have a RR (failed 3 tests in a row). Also positioning is key with him, either go for key players or blitz into an area where you can prone a guy next to him for next turn saving you a blitz. Mine is at 5 SP and I might allow him to get dodge but nothing after that. Leap? I see it useful for cage blitzing but I think dodge will be useful for keeping him standing.

Fanatic - Very hit and miss. This is one guy I would not want an level up. When he gets in the mix he is seen as a massive target and I have seen enemy throwing 2 dice against to get him out. Also I would never go for it useless I needed him right in the mix of things.

Bomb - 1 game with him and loved him (a gob vs gob game). His bomber was nasty by causing a CAS, 2 KO's and loads of proned guys. I only caused some stuns, but the last turn saw a 7 turn throw and catch game with my carrier and a group of his guys. He fumbled causing 2 stuns and allowing me to score, too funny!

Currently I deploy one a drive but have been toying with the idea if I receive, at the start, then having 2 start. I always get caught out on the turn 8 TD and then I have to deploy one for a turn (which I cannot always use). While if they receive then I deploy them all (this will work on the slower guys). Is there any good guidelines for this?

Reason: ''
Dzerards
Veteran
Veteran
Posts: 309
Joined: Tue Mar 16, 2010 3:06 pm
Location: Irlanda

Re: Goblin FUN!

Post by Dzerards »

I've been thinking of Gobbo inducements of late.

I was wondering if inducing the gobbo secret weapon stars would be better value than roostering the normal ones. Bomber is only 20k more and comes with Accurate, (sure he has loner, but I wouldn't be using a reroll on the bombardier anyway!) Fungus is only 10k more and comes with +1 MA and mighty blow! I would definitely Cockerel a loony as 90k for a block/dodge/loner saw is a bit much. I would probably never induce Scrappa I don't think. Plus it gives you more flexibility against different types of teams.

Obviously this isn't cyanide I thinking of here.

Also I played a guy who took a babe rather than a bribe against my Lizards. I though it was the accepted wisdom to always max out the bribes, but after playing Underworld for a bit the ability to get your KOs back for half time can be very powerful. It made me think, maybe babes versus bash and bribes against AG might be a good rule of thumb.

Reason: ''
Image
"Luck is the residue of design" John Milton
Smeborg
Legend
Legend
Posts: 3544
Joined: Wed Jun 12, 2002 2:02 am
Location: Christchurch, New Zealand

Re: Goblin FUN!

Post by Smeborg »

Gerard wrote:I've been thinking of Gobbo inducements of late.

I was wondering if inducing the gobbo secret weapon stars would be better value than roostering the normal ones. Bomber is only 20k more and comes with Accurate, (sure he has loner, but I wouldn't be using a reroll on the bombardier anyway!) Fungus is only 10k more and comes with +1 MA and mighty blow! I would definitely Cockerel a loony as 90k for a block/dodge/loner saw is a bit much. I would probably never induce Scrappa I don't think. Plus it gives you more flexibility against different types of teams.

Obviously this isn't cyanide I thinking of here.

Also I played a guy who took a babe rather than a bribe against my Lizards. I though it was the accepted wisdom to always max out the bribes, but after playing Underworld for a bit the ability to get your KOs back for half time can be very powerful. It made me think, maybe babes versus bash and bribes against AG might be a good rule of thumb.
I tried exactly this strategy in a tabletop league. It worked well, and for me got better results than rostering the SWs. I took the Pogoer, though (he's not a SW). I ran with 14 players, allowing me to induce the Looney and Fanatic stars when needed, or even better, pairs of Star+Merc (i.e. 2 Ball & Chain, or 2 Saws). The main problem with this strategy is that I found it exceedingly dull!!!

You are right that Babes are excellent value for Gobbos. Much easier to take if you do not have rostered SWs.

Reason: ''
Smeborg the Fleshless
Dzerards
Veteran
Veteran
Posts: 309
Joined: Tue Mar 16, 2010 3:06 pm
Location: Irlanda

Re: Goblin FUN!

Post by Dzerards »

Why was it dull? Because you could only get SWs if you had inducements?

I mean I'd keep the Loony on the Cockerel and try to manage TV to induce Fungus every time and Bomber against, Dwarfs, Nurgle, Khemri, Chaos Dwarfs, and maybe Orcs, Chaos and Undead. A Bombardier seems dead weight against the other teams, although he is fun!

I still want Goblin SW fun, but thinking the stars can give more bang for their buck. I'm not sure how much Loner would screw them over though.

Reason: ''
Image
"Luck is the residue of design" John Milton
Smeborg
Legend
Legend
Posts: 3544
Joined: Wed Jun 12, 2002 2:02 am
Location: Christchurch, New Zealand

Re: Goblin FUN!

Post by Smeborg »

Gerard wrote:Why was it dull?...
I guess because they just played like a "normal" BB team, with a handicap. Whereas SWs at least have a bit of spice.

I got frustrated with league Gobbos because of the way the SW sub-system works. Unless you are the underdog by a reasonable margin, you cannot afford to take Bribes often. So in each such match, you are soon 2 players down (or 3) thanks to SWs being sent off, plus you have to cope with the effects of Stunty. Ideally you need 2 Bribes + 2 Babes. I do not play in an environment which allows me to take both often.

For some reason, I am more comfortable playing 'Flings or Snots.

All the best.

Reason: ''
Smeborg the Fleshless
Post Reply