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...
