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avien



Joined: May 07, 2006

Post   Posted: Sep 03, 2010 - 07:30 Reply with quote Back to top

Skills still missing: (9 of 75 total)

- ANIMOSITY
- BALL AND CHAIN
- BOMBARDIER
- FAN FAVOURITE
- HAIL MARY PASS
- KICK OFF RETURN
- MULTIPLE BLOCK
- NURGLES ROT
- PASS BLOCK


http://www.fumbbl.com/index.php?name=PNphpBB2&file=viewtopic&t=17982

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Nightbird



Joined: Aug 02, 2003

Post   Posted: Sep 03, 2010 - 07:47 Reply with quote Back to top

=/

Welp, guess I'll have to wait to see KOR in all it's awesomeness!

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Catalyst32



Joined: Jul 14, 2008

Post   Posted: Sep 03, 2010 - 08:19 Reply with quote Back to top

I am building my Marauders in 4 types. Blockers, Blitzers, Runner, Fouler.
Need 3 Blockers Block, Guard, MB, Claw etc...
Need 2 Blitzers Block, Horns, Tackle, Dauntless

Need 1 Runner I wait for a +AG or Double and take Dodge, Sure Hands, Block, Foul Appearance
I don't intend to Pass and I use the Dark Elf as the Runner to start out.
The Dark Elf just needs to stick to basic Agility Skills for me after Blodge, Side Step, Diving Tackle, Catch...

Need 1 Fouler... Dirty Player is all he needs but I would take Block, Foul Appearance if he lives long enough.
I don't foul much

The Runner and Fouler roles could both be filled by the Skaven but his AV7 is such a liability.
I find him better at being a Safety on Defense in combo with the Elf. If I have a solid Marauder Runner and enough players I might not use him on offense unless he was a Fouler.

The Gobbo has been a mystery to me. None of mine live long enough to experiment with.
I originally thought he would be great for Sneaky Git fouling, or ball retrieval...
But a dead Goblin isn't worth much more than Troll food. I'd rather field another Marauder.
maysrill



Joined: Dec 29, 2008

Post   Posted: Sep 03, 2010 - 16:19 Reply with quote Back to top

Nightbird wrote:

For a pass defender I had the goblin in mind: Pass block, Very long legs, Extra arms, Nerves of Steel, Leap, Catch.


(I'm assuming this is for fun only, not best use of players)

For the goblin Pass Blocker (assuming doubles and taking it as a first stat), I'd get Catch next (the reroll on the INT is huge), then Extra Arms, VLL, then NOS. Leap isn't a great goblin skill. Even with VLL it's only 3+, same as a stunty dodge. If you want to get to your spots for the INT, take Two Heads for the 2+ dodges.
f_alk



Joined: Sep 30, 2005

Post   Posted: Sep 03, 2010 - 17:32 Reply with quote Back to top

To intercept a pass, you still get the -3 on the roll, so you need at least effectively an AG5 (or similar) to intercept on anything but a roll of 6. So, Extra Arms is a waste (for intercpetions) unless you have an AG4 already. I would go with the following skills for the goblin:
- Pass Block (on the first double)
- Foul Appearance (or was it Disturbing Presence?) - The ball handling disturbing mutation
- Catch
- VLL
- Two Heads - works well with dodge and stunty on any move - including the Pass block movement.
Extra Arms only makes a difference if you've got an AG increase already, NoS for interceptions only makes a difference if you've got AG5 or AG4 and Extra Arms.
Extra Arms is nice to allow him the role of a normal Catcher/Runner though - so that skill is useful in general on any Goblin.
Sinnyil



Joined: Jul 13, 2009

Post   Posted: Sep 03, 2010 - 18:40 Reply with quote Back to top

Interceptions are -2. So extra arms takes it down to a 5+, and VLL with extra arms takes it down to 4+ Catch makes this nicer. But still that's a goblin with 4 skills. You don't see those that often.
uzkulak



Joined: Mar 30, 2004

Post   Posted: Sep 03, 2010 - 18:59 Reply with quote Back to top

Exactly.

Two heads is essential on a goblin. Im amazed anyone would not give that to a goblin for their first skill. Personally I would even forego a double to take it. Some lucky goblins survive to get 3 skills, but most get no further than 1. Planning for the long term is not a good idea IMO. If you really need a passblocker, the DE is a better bet - but personally I cant see that you would ever get to use the skill to the point it would be worth the TV investment.

Goblins in my mind go two heads and big hand. Everything after that is a bonus. They are players that will spend a large part of most matches sitting on the bench, so you dont want them to have loads of skills. The job of a goblin is to score TTM t8 tds and to be a kind of super assister/ ball grabber later in the match. He can get anywhere, but really you have better players to be making blitzes with.

Incidentally the DE is very interesting. Two heads would be pretty good on him too, as would leap and VLL. But blodge first.
Eddy



Joined: Aug 04, 2004

Post   Posted: Sep 03, 2010 - 19:51 Reply with quote Back to top

Actually, i'm planning on playing Chaos Pact, and what I had in mind for the DE was Big Hand and Leap+VLL or Dodge+Two Heads. Use it to put pressure when the ball is set loose (using a Skaven Lino with Wrestle, Strip Ball, and Horns, for example).
But that means 3 skills on each, and if they get injured... So maybe it's better to use only Block/MB/PO Marauders =P

In fact, that's what makes me anxious to play LRB6, and worried at the same time. We now have opportunities to develop superb specialist players, but I'm worried that it might actually be better to just stick to cookie-cutter teams =)

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