Hobgoblin Skills

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dwisetiger
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Hobgoblin Skills

Post by dwisetiger »

Despite trying to score with the bull centaur, my hobgoblins seem determined to get the TD's and MVP's, so I have two skills to pick with my new CD team. I think I will get kick for one, but I'm not sure of the other. I was thinking either block or sure hands. Sure hands would be nice, but I think i would like to try and pick up the ball with my bull centaurs after throwing up a decent wall around the ball.

So what do you think? Think kick is a good choice, and what would you take for the second skill. I could just pick the ball up with hobgoblins then try to hand off later, but I like the centaur as a ball carrier. And the pick up method of getting them the ball seems safer than a handoff.

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nouge
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Post by nouge »

I reckon, even if you want the BCs to do the scoring, its still good to have a player with a decent AG that can grab those loose balls once the BCs have blitzed the enemy ball carrier - I'd say Sure Hands for sure.

Block is good for toughening up the team, but there's already plenty of block for the Chaos Dwarves as it is.

Depending on the game you play, I think Dirty Player is also a good choice for a hobgoblin, who you can afford to have sent off. Then again, in my expereience the opposition tends to get justifiably paranoid about a DP and play as if he's got a big bullseye painted on him... :)

(By the way, I think this kind of 'team development' topic is supposed to be in the 'Tactics & Team Development' section.)

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Post by The Grifter »

Definitively Sure Hands at the beginning of a team. I don't know how much rerolls you have bought, but they will be far more usefull for hands-off reception for the BC (if you keep wanting them as scorers and not as safeties) than for picking up the ball.

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Post by McDeth »

Sure hands is great for one of your HGobs. I use that fella to pick the ball up, then hand off to a BCentaur next turn in the cage.

I do this because if you pick up with AG2 BC, then Firstly he's not on the Line where his strength can be put to use, and also a failed pickup is a turnover and against High AG & MA turns this can be disastrous. Especially when a Skaven GR styeams in to pick up your failed attempt.

For the other i agree with either Block or Dirty Player.

With this team you can never be short of Block, and as the man said earlier, every Hobgob side nedds a DP, just for Fear factor.

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Post by TiMuN »

I frequently play my hobbos as presure blitzers, and i use to give at least one of them Strip Ball. It is nice what a simple push from a hobbo can do to stop or delay the opponent drive, while you crush some more of his players to death with your CDs.

just my two cents.

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Post by Haar »

Strip ball, block, and sure hands are key skills on the Hobbos. Strip ball might be better on the Bull Centaur, since they've got the ST4 already, but like you said, they advance more slowly. Remember, with only 2 BCs and a bunch of Hobgoblins, the odds are in the favor of the BCs getting the MVP rolls. Having one or two pass blockers is also really handy, I've found (better when the passblockers have AG4, but even at AG3, they're still a TZ on the passer or receiver and really shift your opponent's thinking). Combine Passblock with Pro, and you have a really useful pass defender.

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Post by SBG »

I started with Block on my Hobboes because I wanted a very physical team. But I do have one with Sure Hands and one with Strip Ball as well. My next skills ? Pass Block and Kick.

Fred

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dwisetiger
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Post by dwisetiger »

Thanks guys,

I started with kick and sure hands. I will probably get one more with sure hands then move on to other skills.

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