HMP is the pinnacle of goblin bombardiership. Never had it myself but i've seen it used to devastating effect
I tried HMP in SP and didn't like it at all. I found the security of having a bomber ballista set up in my end zone is mostly offset by the poor accuracy, and the fact my side is effectively reduced to 10 guys. I prefer the bomber to make accurate, short range passes to vacant squares and prone players, not far from the action so he can help out in other ways too.
I've used Fetch and Bomber Dribblesnot on the same drive before too, double-fire Accurate bombs is great fun :)
In a goblin side you have your three special weapons:
Fanatic: Useful against anyone as only a deathroller can reliably take him down
Looney: Better against agile, dodgy bastards as you can't dodge a chainsaw
Bombardier: Better against low agility targets that can't catch a direct hit and want a slow grinding cage
Give a bomber HMP and a slow grinding cage suddenly becomes a riskier proposition. If your opponent wants to grind down the field aiming for a 2-1 grind they either have to take down the bomber or risk 8 turns of bombs flying at the cage. Chances are one of those is going to hit giving you a shot at the carrier or a loose ball. Against higher agility targets i'm more likely to switch HMP off and throw short range shots at peoples feet like you currently do or use him as a fouler.
I'm failing to writing a blog, specifically about playing games the wrong way
Agreed about HMP though. I'm planning on getting it on my Bombardier on the 1% chance he rolls a double on his next level ;).
Ah two away from another level, brutal
MA 10 would make her just obscene, but... surely you should pick up Strip Ball or Tackle eventually?
Hence why the picture was taken at that point - I was debating the logical choice of a skill or the sheer ridiculousness of a wardancer on speed. The other dancer has strip ball and tackle and is also MV9 and I also have an AG5 wrodge lino. Coupled with three guard, springing the ball loose isn't really a problem. After some pontificating I took the MV for two reasons - its a matchmaking team so i'm not results driven. As such building the most ridiculous wardancer possible seems like a worthy aim. Secondly MV10 and AG5 is a 65% chance at a one turner with team reroll. 18SPPs away from level 6 should be a cakewalk if she survives
I would have taken the armour just to get all the numbers green.