Goblin team and rolling doubles

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DoubleSkulls
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Post by DoubleSkulls »

Der_Doodle wrote:hmm i am hard thinking about kicking some of my 1 skill goblns out fo the team to make room for a couple of new goblins :) just to get more chances on first time doubles.... :)
Why bother? They'll die soon enough :lol:

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mattgslater
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Post by mattgslater »

Don't forget Kick (though not yet, maybe). Kick shallow, and any lapse on the oppo's ball-control means you're likely to take it away.

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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.
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bouf
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Post by bouf »

Holy cow... I've got Three words...

Hail Mary Pass!


This skill is magic on a Goblin/Ogre/Halfling Team!

<Well it was good on my Ogre team...>

But the two x Wrestlers would be pretty Awesome for Goblins!

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mattgslater
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Post by mattgslater »

Definitely take a Wrestle guy. Two? Not so sure. Wrestle, Guard, +MA? Kick is good. I can't believe I forgot HMP: it's great on a team that can pop it out but can't throw it, especially one loaded with A-only access and AV7 to make Diving Catch an option ('cause otherwise, well, it's not). Otherwise it sucks. Sometimes one sees it on Dwarfs in short seasons, as it's cheaper than Pass/Accurate even if it's not as good.

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.
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bouf
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Post by bouf »

HMP isn't about completing passes...

Its about splitting the defence.

If you can throw the distance of the pitch, you only need a "potential" catcher to force your opponent to keep them covered. If your opponent is silly enough to get out of position (or maybe you force them out of position with a well timed Stun) then you can throw and intentionally miss the pass...

Comfortable in the knowledge that you wont likely fumble and can pick up the ball next turn and walk it in (maybe even add a strutt) :wink:

At worst, you can force your opponent back onto the back foot as they desperately scramble to recover from the MASSIVE shift in play!

< Heck, with TTM teams all you need is an opening... HMP the ball into an empty back field, next turn, TTM a runner in to pick it up! >


HMP isn't a skill I'd rush to get on a T1 team, but I'd always have at least one after a while. On T3, you need to be quite a lot trickier...
HMP is just awesome for stunties!

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