In need of strategy for a goblin team

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cani
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In need of strategy for a goblin team

Post by cani »

I know, I know, strategy and goblins don't mix, but then again this are going to be my first try with these sneaky gitz :lol:

I'm thinking of the following lineup:

10 Goblins
2 Ogres
4 Reroll
7 Fan Factor
1 Apothecary

I know that some play with ogres costing double on goblin teams, but I have asked GW and they ruled that ogres cost normal price for goblin teams.

I'm looking for comments on the starting lineup and some ideas for offensive and defensive stratety.

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Oxinotl
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Post by Oxinotl »

From my experience it all depends on opponents setup. If you are receiving and he doesnt set up along the whole mid field line i would go for the one turn touchdown where one gobbo fetches runs and hands-off to another who stands right next to an ogre (or troll) who is positioned right next to the center line who simply throws the goblin with the ball as far as possible.
He will most likely fumble but if he manages to throw, the gob can just run in and TD (as long as he lands that is). Its important to have some spare gobs around the big guy in case he fumbles so they can grab the ball.

Another thing you might want to try is having the big guys constantly lobbing gobs into the opponents half and just try to hold on to the ball for a turn or even two and just throw it in there. Remember that failed landings does not count as turnovers unless the gob had the ball.

You could also use goblins as ammo if you want, but i wouldnt suggest it unless he has a very tight group of players together.. throw into cages might work.

Any spare gobs should just try to get in there and hopefully catch or be in the way for the opponent. Dont try to place tacklezones on his players since they will just block the poor fella. Well.. of course you should place TZs when and where its needed but dont just do it out of habit or because you dont have anything else for the goblin to do. I guess its something you have to learn how to balance.
And dont forget, gobs arent chicken if they try to run away from the action, its just self preservation.

i havent had very many games with gobs but this is what i found out.
GL

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franck_le_grand
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Post by franck_le_grand »

Just have fun with them. That's was what was meant with these guys.

(hvor ligger aarus i Danmark?? :D )

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Post by Nagash »

franck_le_grand wrote:Just have fun with them. That's was what was meant with these guys.

(hvor ligger aarus i Danmark?? :D )
Lige syd for Jyllands hovedstad - Ålborg! :lol:

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Post by Aino »

Lobbing the little gitz down the field and try to score Very quickly ( I mean: before your opponent can crush them!!) is the best tactic I guess...

Aino


( :?: hej, kan jeg snakker dansk med de ?)

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Post by Longshot »

There is already some thread about it on the forum.
Look at my Avatar (painted by Longfang :smoking: )

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Oxinotl
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Post by Oxinotl »

Exactly, have fun. That was why i mentioned using them as ammo. Its not the best thing to do but it sure is fun :)

Especially when you hit some elf or something.

Wouldnt it be cool to make a goblin stadium? You could have like mushroom fields and lots of comical stuff there. Make it look like a nice happy place like a Alice in wonderland thingie.
Have a blast,

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Re: In need of strategy for a goblin team

Post by Darkson »

cani wrote:I know that some play with ogres costing double on goblin teams, but I have asked GW and they ruled that ogres cost normal price for goblin teams.
I think this is due for clarification in this (nexts?) months BBRC review.

I know this was discussed in the LRB challenge league, and tchatter (the commish [all bow]) ruled that the LRB as it stands says no they dont't cost double, but that might change.

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Post by McDeth »

You probably cant stop the opposition from scoring so gang up for 2 die blocks and foul whenever possible. Use the Ogres to get a block very turn even if it means using your blitz.

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Post by Longshot »

i disagree with you McDeth, goblin are able to put tackle zone as every other player. So they can stop a running tactic, and anytime they cn allow a player to go inside with his skills and try a 2 dice against on the ball carrier. But most of time, opponent coachs do mistakes because he is playing against gobboz. Be carefull, they can surprise you!

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Post by McDeth »

Trouble with the tactic of putting tackle zones on is keeping the little fella's on the pitch, i'd be happy scoring late in the half if it meant putting half a dozen goblins in the Seriously injured box, plus as the majority of my intended ball carriers have block dodge, then i'd be happy for a goblin to attempt to dodge through and attempt a 2 die block, just don't expect him to be able to play again for the rest of the game when he fails or skulls, especially when a big boot follows him to the ground the following turn :wink:

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Post by Longshot »

i dont care, if he succed, he is a HERO!
If he fails, i have some others.... :lol:

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Post by Ghost of Pariah »

Goblin Team Tactics
Chapter 1
Pray.

Chapter 2

Load your dice.

Chapter 3

Cheat.

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cani
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Post by cani »

Fun - of course. That is a given. The gitz can't give you nothing else :D

I should add that in my league we play mostly fast teams. The only hitting teams there are is chaos and orc.

This means that there aren't that many players with tackle in the league, which I think might give the gobbos an opportunity.

They should be able to protect the ball carrier at all times with tackle zones and dodge away from any opposing players in adjacent zones. This means only one gobbo gets hit every time using the opponents blitz on the way.

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Post by D'Arquebus »

The secret to winning or at least maximising your fun is to play dirty, that is play like a goblin. :D

Use the big guys to knock em down and then foul em with the gobbos. Dodge all the gobbos back out of takcle zones but learn to form tackle zone nets yourself. This keeps the other team moving one square a turn when they move back into contact. It will keep you alive slow them down and frustrate them into making mistakes.

I do not know how the secret weapons are going to change, ie if you'll be able to get rookies but for important matches freeboot them. Bomb those dwarf and orc cages, chainsaw those dodgy elf cathers, and use the ball and chain to scare the opponents off the line. As freebooters you don't care if they live or die, and die they will as the opponents will learn to fear them. Use only one per drive to stretch them out over the whole game. This will free up your actual players to live a little longer and move about easier.

At the end of the day you may still lose but at least make the opponent sweat a bit for it and enjoy yourself.

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