Posted by Russo on 2016-05-20 08:55:35
I have done a couple with this team, I know one was deffo in last three games
I think it's the one v Nettlestone Nigel and Friends
Fundamentally you need to be able to have your troll on LOS but not tied down by TZs or at least in a position that can be cleared by other players.
Then at least one gobbo adjacent to him behind him though.
I then deploy three gobbos at least half way in to the pitch but spread out so one of them can retrieve the ball and HAND OFF to the gobbo behind the troll.
Troll picks up gobbo and rolls to see if he eats him
Troll then throws him, this is only a quick or short pass.
Gobbo then has to land
Then he runs to TD line making any dodges or GFI that are required
Min 5 dice rolls required unless it's a touch back or ball lands on a player at kick off
More rolls then required for dodges or GFI
In the case of a TTM mid-drive it's the same except you may already have the ball and you maybe half way down the pitch already
Posted by Purplegoo on 2016-05-20 09:56:14
A three gets him airborne, and it's 6x3 squares. Four to land, +1 per TZ.
Ive experimented a touch with Goblins in my time, I think Fungus + Fanatic is the way to go. Tough at flat 1M though, without working it out it feels like Bribes are tricky to squeeze in...
Posted by SkavenLordVinshqueek on 2016-05-20 09:56:17
It depends a bit on the ruleset, but when you lack bribes, you want to use the secret weapons that inflict as much damage as possible. So with your team build, I'd drop the Bombardier in favour of another Goblin, ensuring you at least maintain a certain amount of bench for into your second half... Obviously, if you CAN use inducements, then stick a couple of Bribes in there.
With skills, Dodge on a Looney gives it a certain amount of survivability, and Break Tackle on the Trolls make them a bit more mobile. (assuming you're not allowed to go for doubles on your skill-ups).
The throw team-mate would be:
3+ pick up, perhaps one or two 2+ GFIs, 3+ hand-off, 2+ really stupid roll, 2+ always hungry roll, 3+ for the inaccurate hurl of the Goblin towards the opposing endzone, 4+ landing, perhaps one or two more 2+ GFIs.
Posted by jdm on 2016-05-20 10:23:48
Russo forgot the Really Stupid roll too. Lots of 2+s and 3+s needed.
The game I played this morning features back to back gobbos ttm TDs in turns 7 and 8 of the first half. Shows good setup for receiving: https://fumbbl.com/FUMBBL.php?page=match&id=3804286
Posted by Prez on 2016-05-20 10:38:14
Thanks for all the info guys, good stuff.
What skills to give though and ro who.
Trolls or gobbos?
Posted by SkavenLordVinshqueek on 2016-05-20 10:54:48
With only four games and three skills available, I'd go for Dodge on the Looney, Break Tackle on the Trolls. If doubles are available, Block for the Trolls make them a much more reliable roadblock / offensive duo.
Posted by Shakall on 2016-05-20 12:56:17
Make sure you got plenty players. 2 trolls, looney, 11 goblins and 4 RR = 940k. That way you got a bribe. If you get inducments later on you can hire fungus the loon(?). Personally I rather have a goblin with block then I troll, always think troll will fail. Goblin with asssist and RR makes blitzing kinda safe. How will the skill adding work? BT on a troll or both is nice, a DT goblin is good and if two doubles a DP is never wrong. Most team you meet will have 11 players and no appo I guess so receive if possible and try to get rid of some players. Also with goblin I think it's important to score when you can even earlier than you wish for. Many games turned to shit cause I tried to stall a bit to long, goblins will most often fail horribly when you least expect it. Always try to have 3db with trolls blitz with two assist with block gobbo and foul, foul, foul. Hide chainsaw in the back don't rush out with him. People will swarm backfield and there is we're you want your saw. Always set up as if u expect to get blitzed when reviving and move a lot of players back before you do, if you get split up you soon have to rely on dodges and you don't want that. That's what I would do :)
Posted by ArrestedDevelopment on 2016-05-20 14:57:19
The key thing about TTM is to try to move the throwing troll one square into enemy territory and throw a gobbo who's on the LOS (or with quick snap, one square in).
Always remember the scatter on the throw (3 squares) - it can make a score easier or impossible, but whatever you do, don't throw to a square where it's possible to scatter off the field!
Break tackle on a troll can help with this - at low tv, I personally sometimes prefer break tackle over guard as first normal skill on a troll since you (a) have little option over activating them a lot of the time, (b) will need to keep them mobile, and opponents will mark them with a lino and (c) it makes a desperation blitz/unexpected midfield throw possible.
Posted by Jeffro on 2016-05-20 15:09:41
Agreed on BT over guard for tourneys. Guard is a good long term option to keep folks alive. In resurrection tournaments, go with the skill that has the chance for bigger play impact. Your games will all depend on dice anyway.
Posted by Purplegoo on 2016-05-20 18:35:48
I'd rather Juggs. You've got to blitz with them, may as well make it a touch safer!
Posted by keggiemckill on 2016-05-20 23:00:19
To add something towards a Tourney Troll having Break Tackle. Sometimes you need a desperation TTM. Break Tackle helps loads in this regards. Goblins thrive on TTM attempts. For that reason alone, Id prefer BT over Guard.
Posted by SporesOfAnarchy on 2016-05-21 00:42:03
Maybe it is just me but nothing puts the fear of nuffle into me like a chainsaw. I personally find bombers hard to use. Try and remain 100k below your opponent to get 2 bribes and get the boot in!
Posted by Jopotzuki on 2016-05-21 07:52:55
If doubles are available take hail mary on bomber or block on trolls, if not, drop the bomber. Dodge on looney, break tackle on trolls. Bribes are a must have if you can get them. 1000tv is kinda lame because it is hard to get everything you'd want, especially for goblins.