Hobgoblin team!

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Ehlers
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Hobgoblin team!

Post by Ehlers »

My first post, but I want some feedback on this team. I have already searched through the forum, but as I take another take towards the team than the other hobgoblin thread, therefore their own thread.
Ideas taking from http://www.aferris.net/hobgoblin-book.pdf & http://www.clbbbl.dk/ (General --> Teams --> season XVI)

0-16 Hobgoblins 6 3 3 7 G ASP 40k
0-2 Sneaky Git 7 3 3 7 Sneaky Git, Stab GA SP 70k (Discount by 10k each)
0-2 Blitzers 7 3 3 7 Wrestle, Strip Ball GA SP 90k
0-2 Brute Git 7 3 3 8 Block, Shadow GS AP 100k (Discount by 10k each)
0-2 Toxic Ragers 6 4 2 8 Frenzy, Juggernaut, Thick Skull GS PA 120k

RR: 70k
Wizard: yes
Stay Players: Bomber Dribblesnot, Brick Farth + Grotty, Grashnak Blackhoof, Nobbla Blackwart, Rashnak Backstabber, Morg ‘n’ Thorg

They agile sneaky fast bastards. So building them around around a fast cunning, but also a bit of hitting team.

Sneaky Git:
Always wanted to have a sneaky git on my team. Double bladed sneaky git bastard. With sneaky git and stab, seems to fit the concept very well. I gave them a -10k deduction in price due to that they most likely might gain the DP skill, but if too expensive no one would turn them into a fouler.

Blitzers
Built around a blitzers stats, but more with a idea of being agile than using strength. Hence why they look like a fast blitzer, but with A access instead of S

Brute Git:
A bit tougher than normal hobgoblins. Where their strength skill and hitting power will come from. With lots of low armour and no skill to back those up, they need something to take the hits and be able to hit back.

Toxic Ragers:
I have built them over the concept of the Rage Riders. They pump themselves with potions and toxins that the hobgoblins sorcerers have brew together. Simple to create the baddest, fasters and nasties combat monsters on the pit. Frenzy and Juggernaut to represent that they rage and use brute force and stop at nothing in their path. Thick Skull to represent that they dont feel so much pain due to all the toxic flowing through their body

Comments?

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PercyTheTroll
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Re: Hobgoblin team!

Post by PercyTheTroll »

I think it depends on your attitude to fluff :)

The Hobgoblin Team from the 2nd Ed were reputedly the worst team ever. You (like me) have ended up with a reasonably playable team and with the addition of the toxic ragers you've added a bit of strength too. If you really want to hit that tier 3 feel suggested by the fluff then I'd consider Ag 2 on the linemen on the principal that the Chaos Dwarves force the Hobgobs to practice more (at all).

If you're aiming for tier 1-1.5 then I think you've done a reasonable job

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Ehlers
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Re: Hobgoblin team!

Post by Ehlers »

I am not going to change the standard line-hobgoblin. Still the worst player lineman among all the linemen IMO.
The aim was not to make it a tier 1 team, but a tier 2 team maybe towards the button. But still playable.

I talked this over with the people I play with and plan to test this team on FUMBBL when leagues are going to allow custom rosters. So to see how the team will do on the field.

The Toxic ragers had av7, but as the roster is still very fragile I gave them 1 more av. Also on the initial suggestion by me they had blood lust to represent the toxic making them extremely unreliable. So they would not see who is friend or foe sometimes. But among the group I talked with this about, good arguments was put forward to remove it.

I know that the Hobgoblin team by the fluff is among one of the most losing team as you say. But again they are very cunning, sneaky and would use all means to win the match. Although I dont feel like they would bring a chainsaw or other weapons than a dagger to the fight. Why Toxic ragers in their fluff have been drinking the potions and that they are better than normal hobgoblins.

You could make the player type worse and then give them a free special play card or something, but as I feel the cards are very random and in some combination too powerful for their price. I would like to leave those out. Which's brew could be a way to bring in potions. Like the Hafling chef, the Hobgoblins could have a potion master of some sort. But I dont think that will be intergreted in a near future with the FFB client on FUMBBL.

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PercyTheTroll
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Re: Hobgoblin team!

Post by PercyTheTroll »

I fully agree with you about the weapons and I do like the idea of special inducements. My version in particular was a stuntie team without stuntie and they tend to get a special inducement :) Maybe you could represent the potion master as a cheap wizard? I honestly don't know what options FUMBBL will let you play with.

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Thadrin
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Re: Hobgoblin team!

Post by Thadrin »

bit of a necro.
I've been thinking about this after a chat we had on Twitter.
The idea I was working on was something like this:

0-16 Hobgoblin 6/3/3/7 G 40k
0-4 Hobgoblin Booterer 6/3/3/7 Dirty player GA 60k
0-2 Hobgoblin Backstabber 6/3/3/7 Stab GA 50k
0-1 Troll (as per Goblin/Orc roster) 100k
Rerolls 70k

There are definite similarities to the idea posted above, but it's a bit more streamlined. Not enormously happy about monostatting it, but none of the players seem right being better stat wise than a standard lineman. They're just specialised cheats.

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inkpwn
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Re: Hobgoblin team!

Post by inkpwn »

Give the booter kick, makes the opposing team work harder. Which is something very hobgobliny in my oppinion. Part of that cheating nature.

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