lets all work together II - Hobgoblins
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- Thadrin
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lets all work together II - Hobgoblins
The Ogre team looks like a success. Lets see if we can do the same with a team that is in the fluff, but for which there are no rules.
Main thing? they have to be UTTERLY hopeless, even with relation to Gobboes and Halflings.
These are the Hobgobs who escaped the Chaos Dwarf slavers. Theyä're dumb...but cunning and tricky. Oh - complete SOBs too.
Opening idea:
0-12 Hobgoblins 6/3/2/7 Dodge (G) 40k
0-4 Hobgoblin Runners 7/3/2/7 Sure Hands, Dodge (G,AG) 70k
0-4 Hobgoblin Blitzers 6/3/2/8 Dodge, Dirty Player (G) 70k
Rerolls: 50k, special: Hobgoblin rerolls only work on a die roll of 4+
The thinking: Not only are Hobgobs tricky, elusive and so on, they are reluctant to let go of things once they have them (sure Hands runners) and downright mean (DP Blitzers...just FUN!). The AG2 is because they are actually crap and get none of the training the current Hobgobs get from the Chaos Dwarfs. The same thing leads to the reroll roll (2+ on that maybe...)
Anyway...just a starting idea.
Main thing? they have to be UTTERLY hopeless, even with relation to Gobboes and Halflings.
These are the Hobgobs who escaped the Chaos Dwarf slavers. Theyä're dumb...but cunning and tricky. Oh - complete SOBs too.
Opening idea:
0-12 Hobgoblins 6/3/2/7 Dodge (G) 40k
0-4 Hobgoblin Runners 7/3/2/7 Sure Hands, Dodge (G,AG) 70k
0-4 Hobgoblin Blitzers 6/3/2/8 Dodge, Dirty Player (G) 70k
Rerolls: 50k, special: Hobgoblin rerolls only work on a die roll of 4+
The thinking: Not only are Hobgobs tricky, elusive and so on, they are reluctant to let go of things once they have them (sure Hands runners) and downright mean (DP Blitzers...just FUN!). The AG2 is because they are actually crap and get none of the training the current Hobgobs get from the Chaos Dwarfs. The same thing leads to the reroll roll (2+ on that maybe...)
Anyway...just a starting idea.
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- Sushé Wakka
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I'd consider getting Sneaky gits instead of runners...
0-2 Sneaky gits 7/3/3/7 Dodge 70k (G, AG)
They can buy a poisoned dagger each, for 30K (and you can pitch both with their secret weapons)
Also, the "everybody has dodge" remembers me a bit too much the Amazon team... I'd consider leaving them as regular hobgoblins. The "no-training" part is already represented on the crappy rerolls (and I think 3+ would fit nicely), so I feel no need of dropping their AG.
Oh, and since they're mean and tricky, they could "hire" a handicap roll instead of a wizard (I think it's better to pick the "dirty tricks" of the handicap table and build a "dirty play" table, or, if you like them better, "hire" a dirty trick special play card).
And if you want them to be REALLY dumb, Why not boneheaded linemen?
0-2 Sneaky gits 7/3/3/7 Dodge 70k (G, AG)
They can buy a poisoned dagger each, for 30K (and you can pitch both with their secret weapons)
Also, the "everybody has dodge" remembers me a bit too much the Amazon team... I'd consider leaving them as regular hobgoblins. The "no-training" part is already represented on the crappy rerolls (and I think 3+ would fit nicely), so I feel no need of dropping their AG.
Oh, and since they're mean and tricky, they could "hire" a handicap roll instead of a wizard (I think it's better to pick the "dirty tricks" of the handicap table and build a "dirty play" table, or, if you like them better, "hire" a dirty trick special play card).
And if you want them to be REALLY dumb, Why not boneheaded linemen?
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Yeah, Wakka names it. Too much dodge in the team.
I guess 6337 stat line for hobbies is ok, but I wouldn't give them bonehead, but "Can't tie shoe laces", which means they miss the first half in a 1 on D6 (like niggling injury for first half only). I can't name the right page but somewhere in the LRB I think it says that they have difficulties tieing up their laces ...
I guess 6337 stat line for hobbies is ok, but I wouldn't give them bonehead, but "Can't tie shoe laces", which means they miss the first half in a 1 on D6 (like niggling injury for first half only). I can't name the right page but somewhere in the LRB I think it says that they have difficulties tieing up their laces ...
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- Sushé Wakka
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Yes, it was on a "did you know..." when they spoke about the third worst player in the blood bowl history. He was the star player of The Hobgoblin Team, Skurfik Stonesukka, who was in the stadium about two days before the match, just to tie his boot laces!
It could interesting if the team ways under the constant influence of a softened "delayed" handicap result: 1D3 randomly chosen hobgoblins miss the first drive (they're dumbing around in the locker room, picking snot out their noses, watching that fly... well... fly! and such sort of things).
It's another way of working it...
And if you really want them to be crap, raise the cost of the rerolls to at least 80K. This, combined with the posibility that they may not work would make them awful players.
It could interesting if the team ways under the constant influence of a softened "delayed" handicap result: 1D3 randomly chosen hobgoblins miss the first drive (they're dumbing around in the locker room, picking snot out their noses, watching that fly... well... fly! and such sort of things).
It's another way of working it...
And if you really want them to be crap, raise the cost of the rerolls to at least 80K. This, combined with the posibility that they may not work would make them awful players.
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- GalakStarscraper
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Hobgoblin team from the MBBL2 (played their for 2 years) modified using the BB Mag #5 rules:
0-12 Hobgoblin 40,000 6 3 3 7 Will He Show? Gen
0-4 Sneaky Git 60,000 6 3 3 7 Side Step, Shadowing Gen
0-4 Evil Git 80,000 8 3 3 7 Dodge Gen, Ag
Will He Show?: Roll D6 at the start of the game, on a 1 the player took too much time trying his shoelaces, finding his uniform, or almost forgot their was a game today. Whatever the reason, his stupidity means he misses the first drive of the first half. After this he is available to play as normal.
Special Weapon rule: The Hobgoblin team may purchase up to 4 Poisoned Daggers for the team but only the Sneaky Gits may use them. In addition they may field up to 4 Dagger players at the same time on the pitch.
Head Coach:
Rerolls: 60,000
Big Guys allowed: Ogre
I've played this team in the MBBL2 ... its a nice change of pace and a lot of fun.
Martyn's league uses a variant very similar to this as well (the MBBL2 variant is based from his and BB Comp #1). If the BB Mag #5 rules for weapons go through this is what I see our league's variant changing to.
Galak
0-12 Hobgoblin 40,000 6 3 3 7 Will He Show? Gen
0-4 Sneaky Git 60,000 6 3 3 7 Side Step, Shadowing Gen
0-4 Evil Git 80,000 8 3 3 7 Dodge Gen, Ag
Will He Show?: Roll D6 at the start of the game, on a 1 the player took too much time trying his shoelaces, finding his uniform, or almost forgot their was a game today. Whatever the reason, his stupidity means he misses the first drive of the first half. After this he is available to play as normal.
Special Weapon rule: The Hobgoblin team may purchase up to 4 Poisoned Daggers for the team but only the Sneaky Gits may use them. In addition they may field up to 4 Dagger players at the same time on the pitch.
Head Coach:
Code: Select all
The Hobgoblin team's Head Coach is the Nasta Masta. The Nasta Masta has the following abilities:
1) The Masta succeeds on a roll of 5+ instead of 6 when he argues the call (a result of 1 still ejects the Nasty Masta).
2) Before each kick-off if the Nasta Masta is on the sidelines, roll a D6. On a result of 6, the referee IGMEOY counter moves back to neutral. (This is due to the Nasty Masta pointing out so many things that the other team is doing questionable that the referee is no longer fully concentrating on the Hobgoblin team's actions.)
3) Before each kick-off if the Nasta Masta is on the sidelines, roll a D6 for every Sent Off player from your team. On a 6, the Nasta Masta has pulled some strings and returned them to Reserves.
Big Guys allowed: Ogre
I've played this team in the MBBL2 ... its a nice change of pace and a lot of fun.
Martyn's league uses a variant very similar to this as well (the MBBL2 variant is based from his and BB Comp #1). If the BB Mag #5 rules for weapons go through this is what I see our league's variant changing to.
Galak
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Erm, different Martyn... possibly a Martin? I'm not aware of any hobgoblin teams in my league!GalakStarscraper wrote:Martyn's league uses a variant very similar to this as well (the MBBL2 variant is based from his and BB Comp #1).
Martyn
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- McSnaga
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- GalakStarscraper
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Hmmmm ... ooppps ... yah ... meant the plasmoid Martin.martynq wrote:Erm, different Martyn... possibly a Martin? I'm not aware of any hobgoblin teams in my league!GalakStarscraper wrote:Martyn's league uses a variant very similar to this as well (the MBBL2 variant is based from his and BB Comp #1).
Martyn
Galak
As for the Evil Git ... Go with 7 MA and drop their price to 70k if you want to knock the team down another notch ... don't go to ST 2.
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Hi Tom and others,
yep - I'm the guy with the hobgoblin team somewhat similar to Galaks.
Or at least I was.
We had pretty good results on the playtest of the team.
However, when the new rules came out, and it became impossible to reroll armor/injury rolls - i.e. dagger rolls - we decided that the teams main players had simply become too unreliable for the team to be viable.
So, we created a new team, based on the old one - and with a focus on fast ST3 players.
The team has recieved unusually positive response by coaches, (which is not say that you'll like it).
2 decisions before the roster:
1) We didn't want to use the rule for hobgoblins not showing up for the game, because the rule has not become official, and does not apply to the hobgoblins on the official chaos dwarf team.
2) We didn't want to base our sneaky gits on the ones in the blood bowl compendium because these were not official, and because they were invented by a guy that also wanted to add MA9 players to the high elf team, as well as passing skills to the dwarf team (which they already have!).
So, this is what we came up with:
0-12 40K hobgoblins 6337 - ; G
0-2 80K Cunnin' gits 8337 shadowing; G, AG
0-2 90K Clevva' gits 8337 strip ball, sure hands; G, AG
0-2 80K Sneaky gits 7337 dodge, sidestep; G, AG
0-2 80K Black orcs 4429 - ; G, ST
60K Rerolls.
(This team is allowed to field 2 daggers at the same time).
Martin
yep - I'm the guy with the hobgoblin team somewhat similar to Galaks.
Or at least I was.
We had pretty good results on the playtest of the team.
However, when the new rules came out, and it became impossible to reroll armor/injury rolls - i.e. dagger rolls - we decided that the teams main players had simply become too unreliable for the team to be viable.
So, we created a new team, based on the old one - and with a focus on fast ST3 players.
The team has recieved unusually positive response by coaches, (which is not say that you'll like it).
2 decisions before the roster:
1) We didn't want to use the rule for hobgoblins not showing up for the game, because the rule has not become official, and does not apply to the hobgoblins on the official chaos dwarf team.
2) We didn't want to base our sneaky gits on the ones in the blood bowl compendium because these were not official, and because they were invented by a guy that also wanted to add MA9 players to the high elf team, as well as passing skills to the dwarf team (which they already have!).
So, this is what we came up with:
0-12 40K hobgoblins 6337 - ; G
0-2 80K Cunnin' gits 8337 shadowing; G, AG
0-2 90K Clevva' gits 8337 strip ball, sure hands; G, AG
0-2 80K Sneaky gits 7337 dodge, sidestep; G, AG
0-2 80K Black orcs 4429 - ; G, ST
60K Rerolls.
(This team is allowed to field 2 daggers at the same time).
Martin

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WoW! Can't say I'm ok with that! Your prices are a liitle off.
Example: The cunnin' git should be around 90K or 100K. This player has nearly a no fail skill and decent ST and AG WITH the abilty to get Block and Dodge! 80K is too low! Also it's too similar to the Clevva Git. Try this...
0-12 40K hobgoblins 6337 - ; G
0-4 90K Cunnin' gits 8337 shadowing, strip ball; G, AG
0-2 90K Clevva' gits 7337 sure hands; G, PA
0-2 80K Black orcs 4429 - ; G, ST
80K Rerolls.
(This team is allowed to field 2 daggers at the same time).
Rerolls should be expensive to offset the absolute bargain that is the Cunnin gits and because you have 2 Black Orcs who would cause disruption at a an otherwise chaotic hobgoblin practice. Personally I would remove the AG skills from the Cunnin Gits, but that's me. This team isn't going to be an underdog by any stretch of the imagination. If you want a hobgoblin team that is a little sub par then I would suggest...
0-12 40K hobgoblins 6337 - ; G
0-2 80K sneaky gits 7337 dump off, hail mary pass; G, PA
0-4 80K runnin' gits 8337 leap; G, AG
0-2 100K trolls 4519 always hungry, regeneration, mighty blow, really stupid, throw team mate
70K Rerolls.
(This team is allowed to field 2 daggers at the same time).
Example: The cunnin' git should be around 90K or 100K. This player has nearly a no fail skill and decent ST and AG WITH the abilty to get Block and Dodge! 80K is too low! Also it's too similar to the Clevva Git. Try this...
0-12 40K hobgoblins 6337 - ; G
0-4 90K Cunnin' gits 8337 shadowing, strip ball; G, AG
0-2 90K Clevva' gits 7337 sure hands; G, PA
0-2 80K Black orcs 4429 - ; G, ST
80K Rerolls.
(This team is allowed to field 2 daggers at the same time).
Rerolls should be expensive to offset the absolute bargain that is the Cunnin gits and because you have 2 Black Orcs who would cause disruption at a an otherwise chaotic hobgoblin practice. Personally I would remove the AG skills from the Cunnin Gits, but that's me. This team isn't going to be an underdog by any stretch of the imagination. If you want a hobgoblin team that is a little sub par then I would suggest...
0-12 40K hobgoblins 6337 - ; G
0-2 80K sneaky gits 7337 dump off, hail mary pass; G, PA
0-4 80K runnin' gits 8337 leap; G, AG
0-2 100K trolls 4519 always hungry, regeneration, mighty blow, really stupid, throw team mate
70K Rerolls.
(This team is allowed to field 2 daggers at the same time).
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here's the team i use
0-2 Cyborc 4 5 1 9 Thick Skull, ( Models are Geaser Geargrinder, therefore each starts with a Niggling injury to represent the possibility of the machinery breaking down ) 100 G,St
0-16 Hobgoblins ( Standard )
0-3 Evil Gits 6 3 3 7 Dirty Player 60k, G
0-3 Sneaky Gits 7 3 3 7 Dodge, Shadowing 80k G, Ag
Team Re-rolls 50k, and the Nasta Masta rules from Galaks MBBL2 site
0-2 Cyborc 4 5 1 9 Thick Skull, ( Models are Geaser Geargrinder, therefore each starts with a Niggling injury to represent the possibility of the machinery breaking down ) 100 G,St
0-16 Hobgoblins ( Standard )
0-3 Evil Gits 6 3 3 7 Dirty Player 60k, G
0-3 Sneaky Gits 7 3 3 7 Dodge, Shadowing 80k G, Ag
Team Re-rolls 50k, and the Nasta Masta rules from Galaks MBBL2 site
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- Trambi
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Nobody of them has bonehead
, cos in the background hobgoblins seem to be very stupid !
Like in the ogre team and the ogre blitzer, I think that the best hobgoblin position should be in chaos dwarf team. Cos chaos dwarves should choose the best hobgoblins for their teams.
So something like that :
0-8 Hobgoblins (classic)
0-8 Stupid hogoblins 6 3 3 7 Bonehead 30k
0-4 Goblins (classic)
0-1 Troll (classic)

Like in the ogre team and the ogre blitzer, I think that the best hobgoblin position should be in chaos dwarf team. Cos chaos dwarves should choose the best hobgoblins for their teams.
So something like that :
0-8 Hobgoblins (classic)
0-8 Stupid hogoblins 6 3 3 7 Bonehead 30k
0-4 Goblins (classic)
0-1 Troll (classic)
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- Darkson
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Except for Trambi's team (and maybe even that) all these teams look to good.
Yes, I know I haven't contributed, but if they're meant to be on par or worse than 'flings/gobbos then bring 'em down.
Howabout (off the top of my head and no thought involved)
0-2 "Classsic" hobgobs
0-6 "stoopid" hobgobs - as classic but bonehead
0-8 "not all there" hobgobs - as classic but really stupid
0-2 goblins (da brainz ov the teem)
Special rule: A player who has passed his bonehead/really stupid can provide support for another really stupid player ('er, i fink we's goin' dat why!)
Yes, I know I haven't contributed, but if they're meant to be on par or worse than 'flings/gobbos then bring 'em down.
Howabout (off the top of my head and no thought involved)
0-2 "Classsic" hobgobs
0-6 "stoopid" hobgobs - as classic but bonehead
0-8 "not all there" hobgobs - as classic but really stupid
0-2 goblins (da brainz ov the teem)
Special rule: A player who has passed his bonehead/really stupid can provide support for another really stupid player ('er, i fink we's goin' dat why!)
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- Trambi
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