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|0-2||Skaven Blitzer||7||3||3||8||Animosity, Block||GSM||AP||90k|
|0-2||Skaven Thrower||7||3||3||7||Animosity, Pass, Sure Hands||GPM||AS||70k|
|0-12||Underworld Goblin||6||2||3||7||Right Stuff, Dodge, Stunty||AM||GSP||40k|
|0-1||Warpstone Troll||4||5||1||9||Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-Mate||SM||GAP||110k|
|Re-roll||70k (140k after team creation)|
|Bomber Dribblesnot||6||2||3||7||Loner, Accurate, Bombardier, Dodge, Right Stuff, Secret Weapon, Stunty||60k|
|Fezglitch||4||7||3||7||Loner, Ball & Chain, Disturbing Presence, Foul Appearance, No Hands, Secret Weapon||100k|
|Nobbla Blackwart||6||2||3||7||Loner, Block, Dodge, Chainsaw, Secret Weapon, Stunty||130k|
|Kreek Rustgouger||5||7||2||9||Mighty Blow, Prehensile Tail, Ball & Chain, Loner, No Hands, Secret Weapon||130k|
|Skitter Stab-Stab||9||2||4||7||Loner, Dodge, Prehensile Tail, Shadowing, Stab||160k|
|Madcap Miggz||6||4||3||8||Leap, Break Tackle, Claw, Very Long Legs, Loner, No Hands, Wild Animal||170k|
|Glart Smashrip||5||4||2||8||Block, Grab, Juggernaut, Stand Firm, Claw, Loner||190k|
|Glart Smashrip Jr||7||4||3||8||Loner, Block, Claw, Juggernaut||210k|
|Gobbler Grimlich||5||4||2||9||Leap, Big Hand, Disturbing Presence, Tentacles, Very Long Legs, Loner, Regeneration, Monstrous Mouth||230k|
|Morg 'n' Thorg||6||6||3||10||Loner, Block, Mighty Blow, Thick Skull, Throw Team-Mate||430k|
An extra re-roll saves money in the long-run, letting you take a few more risks and do a bit more with the ball. 9 gobbos isn't too bad either. With dodge (and a little luck), early on they can be slightly more durable than the Linerats anyway (unless facing the Tackle spam of dwarfs).
13 players to sub in for injuries or bannings (fouling: a good use of gobbos). 3 RRs is enough since you have two Blockers for blitzing and 2 Sure Hands to cover the field for pickups, and the (max) 2 Linerats for a little more strength.
Having an apo lets you keep your key players in the game for longer, and might save an AV 7 positional. Your Thrower and Blitzers will be key and you can't afford to be without them.
(Some coaches would never consider a starting roster with less than 13 players - ymmv.)
RRs are expensive, so get 4 early. At low TV Goblins face less tackle and affect the game more. Only 12 players, so protect them, as losses can add up quickly.
This lineup sacrifices another goblin for an apothecary, though it leaves you no players to lose. You'll need to play extremely conservatively.