Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
Always start with two BC's as well, although i'm aware others will not even start with one. Depends on the length of the league, if its a long haul, then get as many re-rolls as possiblein the hope that after game 3 /4 your hobgoblins have picked up some useful skills to end the season strong. If its only a short season then go for power early on, as the early wins may be critical to your advancement
I'd definitely go for two BC.
Without them, your opponent knows how to win: pin down the CD and hurt the HOB but having 2 BC on the pitch irritates most coaches, as they are BOBs with MA9. One of them placed in your backfiled scares the hell out of them and they don't rush to your side. On the other hand, many times I could blitz the opponents ball-carrier with 2 Block-dice as they have underestimated the mobility of BC who are placed on the front line.
Anyway, don't go below 3 RR you will need them for pick-up/hand-offs. 5RRs are just over the top for a new team bc that means you won't have an Apo or BCs. If you feel lucky, start without an Apo but buy him ASAP.
My starting roster was:
2x BC
5x CD
4x HOB
3x RR
8x FF
Several reasons:
- it teaches you early on how to use the HGs to score and how to cope without BCs
- 12 players is mor than most other teams start with, so you can play some fouling and take some punishment.
- APO protects the valuable players with SPP from the very beginning. Even AV9 players can die and losing a BC in the first game would kill this team for the next 3-4 games.
- 4 RRs are great as most other teams start with 2 or 3.
- 9 FF is giving you enough money to be able to get the BCs soon.
Team #3 doesn't look too bad...I like starting with all of the CDs (since they have a ton of starting skills) and getting at least 1 of the BCs isn't a bad idea either.
Reason:''
The end-zone “line of death” does not discriminate when one tempts fate by using a “go for it” to pass over it.
Thee starting line depens on what kind of fluff you want for your team. I would consider 6 CDs 6 Hobs and a Troll! leaves just 3 RRs but you have a scary hitting potential and with 13 players you can foul with the hobs even under the eye (never mind a few gets kicked out).