You might want to wait for the double first as its harder to ensure you get one after taking Sneaky Git. In the spirit of Goblin teams everywhere this guy fits in really well. Sure Feet and Sprint are your options for doing that. For normal skills you want to increase their range so you can move somewhere as safe as possible. Getting an agility increase will let you dodge almost anywhere on a 2+ and also make picking the ball up easier as well. Sure Hands would be the choice if you get a double to reroll picking it up, you can also use them as a ball carrier then, getting Block if you rolled a second double. Ball Retrieving / Handling Goblin:Īnother option for a player if you get a double skill 1st or even better +AG is to turn them into a player who can go and get the ball. +AG makes it even easier to get there too. Obviously +ST helps for anyone who is doing blocking and may turn some of those blocks into an even one die. Try to stay away from Tackle players on the other team though. After that Side Step will keep you next to them if you don’t knock them over and Diving Tackle keeps them there unless they get knock you over. With Stunty you can get to the ball carrier easily and Wrestle will help you knock them over, even doing two dice against blocks. Blitzing Goblin:Ī very similar set up to the defensive build but if you get a double skill early then consider Wrestle. If you get it early on though I would look towards another build. It is especially useful if you want to get next to a ball carrier. Stat wise +ST makes it harder for them to be blocked and +AG will let you easily get to where you want. For doubles I can’t see past Block as it will keep them on their feet more. After that there aren’t many options for you Sure Feet can help you get them where is most useful and extra speed to the team. Diving Tackle combines really well for both of these roles as well. One of my favourite builds for a Goblin is to make them into a defensive nuisance , Side Step makes them great at marking players or blocking off running lanes. Normal: Side Step, Diving Tackle, Sure Feet.An agility increase makes dodges and mobility really easy as well as handling the ball. +ST lets you hit a bit easier and makes them a bit harder to hit. For doubles go for Block to keep them upright (early doubles go for other builds). Side Step makes it harder to pin them down and can also give you an extra square of movement in the opposing team’s turn. Sure Feet and Sprint give them greater range for moving the ball around. It also helps with Throw Team Mate attempts for those otherwise dead turns at the end of halves. Two shots at interception passes can be a game saver or winner as well. It can also help get possession of the ball when it is bouncing around in scrums of players. Catch to start off makes moving the ball around easier when you hand it off. One of the builds that will be your most numerous due to the limited skill choice you get without rolling doubles.
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