El_Jairo
Joined: Jun 08, 2005
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  Posted:
Nov 14, 2005 - 19:11 |
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My team got the luck of getting a double on a hobgobo,
The team: http://fumbbl.com/FUMBBL.php?page=team&team_id=181037
It already has a DP, AG4 Hobgobo and 4 RR so pass does not seem wise. Other options are:
Dodge is always handy to keep him on his feet and make the necessary dodges to score/give assist.
Diving Tackle in combination with pass block this can help seriously against passing teams. As the CDs can use some extra speed this sounds a a good option too.
Catch in combination with the AG4 hobgobo this would strengthen our attack, but it would also put a giant crosshair on the catcher.
Guard would bring more general strength to the team, but since already 9 players can get this as normal skill, it seems as a waste.
Hail Mary Pass is usefull to get rid of the ball and play it really far away. On the other hand this skills sounds like one you don't use all the time... but maybe worth a thought?
What are your thoughts/experiences with doubles on hobgobos? |
Last edited by El_Jairo on %b %14, %2005 - %19:%Nov; edited 2 times in total |
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Furious_George
Joined: Aug 13, 2005
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  Posted:
Nov 14, 2005 - 19:16 |
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isnt sure hands only available on a double for hobgoblins, making that a contender? |
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Ironik
Joined: Jun 28, 2004
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  Posted:
Nov 14, 2005 - 19:17 |
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Paddock
Joined: Oct 26, 2005
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  Posted:
Nov 14, 2005 - 19:17 |
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Accurate is something worth considering, as CDs don't get a thrower type. Give that hobbo Sure Hands for his next skill and you've got a reliable thrower that won't burn as many rerolls. Alternatively, you could take Pass instead in an effort to save rerolls. I would base the decision between pass and accurate on how often you throw longish passes. The longer you tend to throw, the more you should take accurate. If you're a good enough cager to keep throws short then Pass might be the way to go. |
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Mully
Joined: Aug 02, 2003
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  Posted:
Nov 14, 2005 - 19:19 |
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Quote: |
isnt sure hands only available on a double for hobgoblins, making that a contender?
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And we wonder why TBB thinks FUMBBL is filled with noobs ...
Back to the question - choose dodge (cause hobbos break when hit) or Accurate (as stated above). As long as you have decent # of RRs and an AG4 hob, you won't need Pass as much. |
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MrMojo
Joined: Apr 17, 2004
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  Posted:
Nov 14, 2005 - 19:35 |
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Mighty blow!
or Mighty suck! |
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BiggieB
Joined: Feb 19, 2005
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  Posted:
Nov 14, 2005 - 19:54 |
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Webbe
Joined: Aug 13, 2003
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  Posted:
Nov 14, 2005 - 20:04 |
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pass is much better than accurate for CDs |
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El_Jairo
Joined: Jun 08, 2005
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  Posted:
Nov 14, 2005 - 20:14 |
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Thanx fellows, I think I go for the boring Dodge option. I know everybody takes it, but it is a fact that I would rather have me Hobgobo standing. He has the AV of an elf, why not give him an elf skill?
Now I only have to find a way to keep him protected from those even Blitzers with taclke |
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Shepherd
Joined: Oct 28, 2004
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  Posted:
Nov 15, 2005 - 00:54 |
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Hail Mary would be great if you were playing slow bash teams, actually. They kick, you whiz around 'em into the backfield with the BCs, and Hail Mary and pray for a 4+ pickup on your next turn. |
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MrMojo
Joined: Apr 17, 2004
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  Posted:
Nov 15, 2005 - 07:51 |
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Shep, where you been man? |
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Captain1821
Joined: Jun 23, 2004
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  Posted:
Nov 15, 2005 - 08:17 |
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MrMojo wrote: | Mighty blow!
or Mighty suck! |
LMAO!
Someone please ban this guy! |
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MrMojo
Joined: Apr 17, 2004
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  Posted:
Nov 15, 2005 - 09:15 |
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Captain1821 wrote: | MrMojo wrote: | Mighty blow!
or Mighty suck! |
LMAO!
Someone please ban this guy! |
I've been banned many times, but fortunately fumbbl is an open and intelligent forum where there is no need to ban people like me |
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