How to use Goblins in an Orc Team?

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How to use Goblins in an Orc Team?

Post by bluetooth »

Thanks to all for the Throwing Team-Mate responses (another topic).

Okay. I have an Orc Team and 1 goblin now. And after the next game I propably get an ogre too. I've had a gobbo for two games now but I haven't used it for now as I am afraid it will be injured at once.

How do you use gobbos in your Orc teams? Just try to get thro the line and run like hell to wait for the ball? Any other use for gobbos? Of course in emergency TTM is possible :)

What about defence, are gobbos are good in defence?

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Post by Mirascael »

I ain't got no clue either. 8)
Started a fumbbl team with Zombie's starting line up (FF9, RR4, 4 Gobbos, 2 Throwers, 1 Linedude, 3 BoBs, 1 Blitzer). The team has developed well after 16 games and no player has died or suffered from a lasting injury. The 4 Gobbos still hang around with 'em boyz, most time watching the game from the dug-out.
I think the last time I used them was on turn 8 against Bashers (Khemri). Put 3 Gobbos on the line, got a Blitz and escaped those Mummies. Having 6 RRs now, I don't know what to do with all that money.

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Post by DoubleSkulls »

The gobbo is your mobile assist/marker. Put him where he can't get hurt - his TZ is just as good as an Ogre's.

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Post by joker »

u can use the gob to run from the cage and pass him the ball, so his protected by the cage just waiting the good moment

in defense with his mov, he can assist probably anyone who need help

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Post by Djengis_Khan »

score

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Re: How to use Goblins in an Orc Team?

Post by Jerhod »

bluetooth wrote:How do you use gobbos in your Orc teams? Just try to get thro the line and run like hell to wait for the ball? Any other use for gobbos? Of course in emergency TTM is possible :)

What about defence, are gobbos are good in defence?
I'm not a veteran Orc coach, but the ways I've seen a Goblin used effectively against me are:

1) As a receiver. Play a running game down one side of the field and send one or two Goblin's down the other side of the field. They can score in two turns with a GFI and given that they are Dodgy and Stunty it's pretty hard to block their path to the end zone.

2) As an "everywhere you want to be" assist. This kind of Goblin stays near the action and always moves to the hardest places to get in order to provide an assist to his teammates. This Goblin usually plays near the wide zone to stay away from the major blockage going on in the center of the field while not being too far away to provide an assist.

3) As a one turn scoring threat. Just keep your Goblin within six squares of your Big Guy and it's always possible to chuck the Goblin most of the way downfield. This usually works best when your Goblin starts the turn next to the Big Guy as then the Goblin can run after being thrown. However, this is not necessary.

4) As a ball carrier. Putting a Goblin as the center of your cage allows you to pretty much run the ball six squares in any direction, putting heavy pressure on your opponent to squish your cage quickly and to set up a solid wall of defenders instead of an every-other-square wall of defenders.

Usually the Goblin does best in roles 1 and 2, but always keep your options open. Goblins are some of the most flexible players in the game, especially on an Orc team that has plenty of strength to go around. You'll get better with your Goblin player the more you use him.

The first skill I'd give a Goblin is Side Step so if/when you get a pushback against your player you can position him away from another follow up block. If you're using him a lot as a scorer go for Catch next, otherwise I'd probably go for Sure Feet as a second skill and take Catch as the third skill. On doubles Block is usually the best choice, although Sure Hands could be another good option. I've seen a really nasty Goblin with Guard, too... :D

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Post by Zombie »

That's an easy question. Goblins are your catchers. Use them as such. Throw the ball to them on offense, and leave them on the bench on defense. The same as catchers from any other team (except of course gutter runners because we all know they're much more than catchers, and high elf catchers because of their ST3).

Give them catch, side step, diving catch and sure feet.

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Post by Jerhod »

Zombie wrote:That's an easy question. Goblins are your catchers. Use them as such.
They are good catchers, but don't you think that they are also useful in many other ways as well?

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Post by Snew »

You nailed it Jerhod. I like my Goblins as #2. Assist anywhere. I usually get those assists on the back side of the opponents line so it's not much of a stretch to break one away for a quick scoring opportunity. Often switching to #1 to take advantage of a turnover. When my Goblins are on the pitch, you never know what to expect from them. I don't play Orcs with less than 3 of them on the roster, including the starting team.

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Post by Zombie »

Yeah, but all catchers (remember that always means high MA and dodge) do that to. When i said "they're your catchers, use them as such", that meant they should do everything other catchers do, not just scoring.

But don't use them on defense if you can help it, because they're too vulnerable.

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Post by Jerhod »

Zombie wrote:Yeah, but all catchers (remember that always means high MA and dodge) do that to. When i said "they're your catchers, use them as such", that meant they should do everything other catchers do, not just scoring.
That's fair; I see what you mean now. :)
Zombie wrote:But don't use them on defense if you can help it, because they're too vulnerable.
Hmmm... I think that a Goblin or two can be very useful on defense as well in the event of a turnover, or just for that mobile assist. They are usually okay if you place them in the back of your defensive formation, and if your opponents target your Goblins and blitz them then the Goblins are acting as perfect decoys. :)

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Post by Zombie »

Jerhod wrote:Hmmm... I think that a Goblin or two can be very useful on defense as well in the event of a turnover, or just for that mobile assist. They are usually okay if you place them in the back of your defensive formation, and if your opponents target your Goblins and blitz them then the Goblins are acting as perfect decoys.
A perfect decoy has AV9 and thick skull, not AV7 and stunty! You won't be able to use your goblin if a turnover occurs, because he'll be sitting on the bench in pain (assuming he's still alive) by the time it happens. Fielding a goblin on defense just means that you'll be playing 10 vs 11 when your first turn begins...

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Post by Jerhod »

Zombie wrote:A perfect decoy has AV9 and thick skull, not AV7 and stunty! You won't be able to use your goblin if a turnover occurs, because he'll be sitting on the bench in pain (assuming he's still alive) by the time it happens. Fielding a goblin on defense just means that you'll be playing 10 vs 11 when your first turn begins...
I think that an AV 9 and Thick Skull player isn't a good decoy because your opponent will try to avoid this player. And there are definitely places you can position a Goblin so that he won't be MIA (KIA? :lol:) when it's your turn to act.

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Post by Zombie »

Jerhod wrote:I think that an AV 9 and Thick Skull player isn't a good decoy because your opponent will try to avoid this player.
Not when he's standing next to your opponent's troll. It's not like the troll is going to dodge away.
Jerhod wrote:And there are definitely places you can position a Goblin so that he won't be MIA (KIA? :lol:) when it's your turn to act.
True, but then you've made your defense weaker by using a few players just for this purpose.

I find that in general, AG is the best stat to have on offense, followed by MA. On defense though, ST is the most important stat, followed by AV. The exception of course being wardancer types, who work great on defense because of their AG. But like i said, they're the exception, not the norm.

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Post by Robotorz »

Gobos are key for offence on orc teams imho!
Ill use them as Catchers or Assist. Doding for a 2 dice block with ag 3 + dodge is neat!
but mostly I use them as destraction and as a option to score in 1 Turn if my opponent eats up too much time.

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