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Elite-Gobbos...

Posted: Tue Feb 10, 2004 2:35 pm
by Circular_Logic
While reading the typical post on the balancing thread "Goblins overpowered!!" I imagined, how they might look like.

Once upon a time, a smal, but nevertheless mad Gobbo-General was wagin war against his neighbours. With the superior training-methods he had seen in some Cabal-Vision-Movies (he sneaked into an orc-shamans tent), he soon was ready to attack his neighbours, just to find out, that they had been eaten by some hungry trolls. Looking for a fight, he sent his scouts to the next villages, were they heard about the casualties take by some gobbo-squad on a battlefield called pitch.... so the general sent out his army to finally defeat someone... or something... or.. at least his something.

1-2 Goblin Commader 6238 Leader, dodge, stunty G,A 60k
0-4 Da Marines 6238 block, dodge, stunty G,S 70k
0-2 Da Scouts 8237 dodge, stunty, leap A 70k
0-16 Linefodder 7237 dodge, stunty 50k G,A

Medic: Yes
RR: 70k

Special note:
If both Commanders are on the pitch, the team may not use team-rerolls.

Posted: Tue Feb 10, 2004 3:42 pm
by Joemanji
Crazy! :D In a good way.

Posted: Tue Feb 10, 2004 4:27 pm
by gken1
4 blodgers to start with av8?

I'm sorry I see gobbo's as a joke team and this team would probably beat a rookie chaos team.

Posted: Tue Feb 10, 2004 4:32 pm
by Furelli
Change Block on the Marines for Nerves of Steel.
Reduce the linefodder to standard Gobs.
Change leap on the scouts for Sure Feet.


My 2p.

Furelli

Posted: Tue Feb 10, 2004 5:39 pm
by Circular_Logic
Furelli wrote:Change Block on the Marines for Nerves of Steel.
If there would be a change, I´d rather give them Piling on or, as a special rule, mighty blow. NoS fits the marine-style just because of the sound of the name... but it would open a very nice style of play.
Furelli wrote:Reduce the linefodder to standard Gobs.
I guess I mistyped.. I meant them to be like the standard-gobbo just with General-Access. I wasn´t sure if I should price them at 40k or 50k...
Furelli wrote: Change leap on the scouts for Sure Feet.
That would certainly increase their usefulness. But thinking in fluff-lines, shadowing would be a great thing for them,too... always observing the enemies moves... (or their fists in a close-up) ;)

Posted: Wed Feb 11, 2004 3:39 am
by Azurus
gken1 wrote:
I'm sorry I see gobbo's as a joke team and this team would probably beat a rookie chaos team.
So do the normal gobbos. And everyone else. Damn, a one-legged skeleton could beat a rookie chaos team.

Gken1 is right though....AV 8 and Blodge is a little tough for a goblin....especially with Strength access.

Posted: Wed Feb 11, 2004 8:25 am
by Circular_Logic
So what about this:

1-2 Goblin Commader 6238 Leader, dodge, stunty G,A 60k
0-4 Da Marines 6238 Piling On, dodge, stunty G,S 70k
0-2 Da Scouts 8237 dodge, stunty, sure feet A 70k
0-16 Cannonfodder 6237 dodge, stunty 40k G,A
Medic: Yes
RR: 70k

Posted: Wed Feb 11, 2004 10:02 am
by Sixpack595
Stuntys with Strength skills just seem wrong to me. Otherwise it could be fun. :D

Posted: Mon Feb 16, 2004 11:39 am
by Circular_Logic
If I could add a special rule, I would even say, that the Marines should be able to use (and start with) mighty blow :D

Posted: Mon Feb 16, 2004 11:57 am
by Furelli
Now that you've mentioned the skill, Shadowing would be perfect for the Scouts.

Go with:
1-2 Goblin Commader 6238 Leader, dodge, stunty G,A 80k
0-4 Da Marines 6238 Piling On, dodge, stunty A,S 80k
0-2 Da Scouts 8237 dodge, stunty, Shadowing A 60k
0-16 Cannonfodder 6237 dodge, stunty 40k A
Medic: Yes
RR: 80k

Furelli.

Posted: Mon Feb 16, 2004 7:54 pm
by Circular_Logic
Still.... the special about those gobbos should be their access to general-skills. That should compensate for the extremly costly rerolls and the lack of bigguys...