kwèk wrote:RoterSternHochdahl wrote:No way Gobbos are going to do better than Flings with these rules. There may be an exception to the rule but on average Halflings are more reliable in tournament surroundings.
Why is that?
... Goblins also give away some of their stability for some chaotic carnage that has the possibility to massively change the game. A good bomb here and there... will help a lot. The auto-included Chainsaw (if wielded correctly) can solve one of the biggest problems that Stunties have... getting down a Block/Dodge ball carrier.
Amazons - Start with 4
Dark Elves - Ussually take at least 1 to 2 Block / Dodge combinations day 1... and it will only get worst later on
Pro Elves - Ussually skill up 1 blitzer... and give some dodge to others
High-Elf - Ussually skill up 1 blitzer day 1
Humans - Sometimes skill up 1 catcher day 1
Necromantic - With day 1 having access to so manny skills... there is a good chance you'll be facing 2x Blodge Ghouls
Norse Team - Maybe (just maybe) 1 runner day 1... but some guys tend to skill him up later in the tournament (if they bring one)
Undead - Sometimes skill up 1 Ghoul day 1
Wood Elves - Start with 2 blodgers
So chances of already facing blodgers day 1 ... Amazons, Dark Elves, Necromantic, Undead, Wood Elves... 5 of some of the most prefered teams. Halflings have a huge problem with Blodge... since taking "wrestle" is a double skill... and it's not that there are so manny skills to be given to keep up with everybody. If the goblins can make a gap... the chainsaw can step in, and try to do it's thing. You break armour (kickback included) 7 like 60,19% of the time, and armour 8: 48,61% of the time. Include a reroll for the kickback... and they are both more then 50%. Getting down and reaching for the ball. Most Fling coaches are just happy if they get a 2d against ... lol, and they are really happy if they have the opportunity to get the 1D (if the other guy runs out of guys OR positions badly). That's 2,78% on the 2D against and 16,67% on the 1D POW.
Tier 2, already starts with 4 normal skills + 1 double... So that doesnt make the little ones that much better in comparisson to them. When it comes to Tier 1 teams, they are ahead 1 skill and 1 double (huray).
On day 2 everyone gets the same skill choices... so that doesnt make the Stunties better... in most cases (because a double means a much wanted "general skill" because of the "only agility acces / strenth acces") it's even worst. In the last day... The stunties are going to have a really really bad day. Since they become worst the more skills the opponent has. Side Step / Sure feet or even a Blodge Halfling/Goblin doesnt really make up for all the Mighty Blow / Guard / Tackle / Wrestle / Blodge that wil be running around that day.
Next to that... people will be picking up Block... Block is just muder for both teams... but that brings us to the next point:
Goblins are just the better player (when it comes to it). If they actually go down you have a chance of 41,67% of breaking armour 7. While the Halfling will break 58,33% of the times. Tripping over your feet, making a failed dodge roll, just getting bugged by Block/Pows... the fact that gobos have 1 armour more... makes them more forgiving then the Flings. I also believe this equals out the "stability factor" a bit... since flings really are not stable. Sometimes you just loose because people break to much armour early... sometimes you just stay in the game since they are not able to break the armour... but that last part happens far less the the games where they just die quick.
Of course you can start a conversation about the Treeman against the Troll... yes they lost "loner"... lol... but the troll can go stupid... and the chances of throwing a gobo with the troll is less then treeman (I all agree). But once the Treeman faces of his 1 on the take root... that's it. You are literally stuck, while the troll in the folowing turns will be getting up (don't even talk about "getting up" when the tree goes down) and doing his thing. It's annoying, but I believe it would be more annoying if they lost all movement. I'm not sure... But I don't think anny Gobo coach will choose "Take Root" on their trolls over "really stupid" (even if they loose loner in the process).
Goblins also beat flings when it comes to movement... the only way to really keep up is to throw flings that are left behind... back into defence. A risky business for sure. The other thing you can do is give them side step... so the advance of the other party is stopped by failed blitzes and blocks (go go pushback results).
The starplayers ussually make the team better against "blocking" teams... Sometimes Ripper / Fungus the Loon / Deeproot can do enough damadge that horde of little guys can take down the Blodgers in the running teams. Nobla is the better but risky defence against more Blodge, this also goes for "zarra"... but "zarra" means sacrificing Deeproot or the Mastercheff... kind of a hard bargain for a girl that sometimes just doesnt help annything... And Stab still being kind of problematic at times.
The last bit that can seriously go wrong... is the weather table. Goblins care a bit less about verry sunny (since their gobo trowing is a bit less used... while it's one of the better fling weapons). Of course the bomber gets a bit more sucky but flings tend to throw a lot more... then the verry verry worst thing that can happen for both teams is a "blizard"... but 6 vs 5 movement is still a huge diffrence. Flings tend to "go for it" a lot more...
So I don't really see why a good goblin coach would automatically be in disadvantage of a halfling team?