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  1. #1761
    Lesser Hivemind Node cyberpunkdreams's Avatar
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    Quote Originally Posted by President Weasel View Post
    I validated a handful of matches; all matches with a result in the spreadsheet should now be validated.
    I pretty much **squeeeeed** with delight to get a double on a goblin. Now, what to choose... multiple block, perhaps?

  2. #1762
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    Dirty Player! It's totally thematically appropriate.

  3. #1763
    Secondary Hivemind Nexus Heliocentric's Avatar
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    Double on a goblin? Hail Mary pass.

    A few diving catchers and you just broke bashy teams brains.
    I'm failing to writing a blog, specifically about playing games the wrong way
    http://playingitwrong.wordpress.com/

  4. #1764
    Obscure Node JamesCoombs's Avatar
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    Weird game that saw each of us score in the opposition drive. Also, dodging Mummy. Thanks for the game The Walrus.


  5. #1765
    Lesser Hivemind Node cyberpunkdreams's Avatar
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    Quote Originally Posted by Heliocentric View Post
    Double on a goblin? Hail Mary pass.

    A few diving catchers and you just broke bashy teams brains.
    I had a dirty player goblin in the past, but never really used the skill, alas. Hail Mary Pass is tempting, but given how far the ball scatters, it seems that with even a few diving catchers you're still not that likely to end up catching it...?

  6. #1766
    Secondary Hivemind Nexus President Weasel's Avatar
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    validated, hope you get some skillups

  7. #1767
    Secondary Hivemind Nexus Heliocentric's Avatar
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    Quote Originally Posted by cyberpunkdreams View Post
    I had a dirty player goblin in the past, but never really used the skill, alas. Hail Mary Pass is tempting, but given how far the ball scatters, it seems that with even a few diving catchers you're still not that likely to end up catching it...?
    the aim is not to catch it, its to be able to throw it somewhere slower teams cant reach but you can next turn and having a player in their backfield to scoop it up. If you do catch it of course, you are legend.
    I'm failing to writing a blog, specifically about playing games the wrong way
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  8. #1768
    Lesser Hivemind Node NieA7's Avatar
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    Hail Mary Pass is mostly about the threat rather than the reality, but sometimes the threat alone will be enough to get the other team to act in a disadvantageous way.

    Generally speaking you could give the gobbo either a team skill for the benefit of everyone or a specialist skill to try and build a star - for the former kick, leader, dirty player and hail mary pass are reasonable options. For the latter (and assuming he's a rookie) wrestle is probably the best bet, turn him into an almost-useful blitzer. Block and sure hands are nice too though.

  9. #1769
    Secondary Hivemind Nexus Heliocentric's Avatar
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    Quote Originally Posted by NieA7 View Post
    For the latter (and assuming he's a rookie) wrestle is probably the best bet, turn him into an almost-useful blitzer. Block and sure hands are nice too though.
    True, having a Drestle blitzer would be a huge boon, a good choice for pulling down skilled up ball carriers.

    If you don't have a kicker its extremely useful, I completely forgot about it when I said HMP, especially for stunties, throw a gob after the ball and hope they the opponent fail the pickup and give you a cheeky 1 turners on the kick.
    Last edited by Heliocentric; 14-04-2013 at 11:36 PM.
    I'm failing to writing a blog, specifically about playing games the wrong way
    http://playingitwrong.wordpress.com/

  10. #1770
    Lesser Hivemind Node cyberpunkdreams's Avatar
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    Quote Originally Posted by Heliocentric View Post
    True, having a Drestle blitzer would be a huge boon, a good choice for pulling down skilled up ball carriers.

    If you don't have a kicker its extremely useful, I completely forgot about it when I said HMP, especially for stunties, throw a gob after the ball and hope they the opponent fail the pickup and give you a cheeky 1 turners on the kick.
    Well, I would go for sure hands if I didn't already have a AG4 gobbo. HMP would be a must on the bomber, but this ain't the bomber. Kick could be good (I was vaguely considering Kick Off Return as well, to make 1TTTMTDs more likely when the kick lands in an awkward spot). I was seriously thinking about Tackle too. He's unskilled so far, and wouldn't need any more doubles for Diving Tackle and Jump Up, making him a decent marker.

  11. #1771
    Network Hub Shar_ds's Avatar
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    Marriage Potential (Nor, Shards) 2 - 1 Philosoraptors (Liz, SandmanXC)




    The block and rerolls finished it off, but this was a game of clutch plays with an 8th turn Saurus-blitz; scatter; then a prone skink stand-up; dodge; pick-up; dodge; GFI; GFI levelling the scores after a norse flank push score in the 5th turn. And then a turnover block giving the berzerker a chance to knock the ball free, which fell into the hands of the thrower in the tackle zone of the krox. He, and two of his mates, then went all elf and sprung upfield and stayed clear until turn 16 (they were nearly bagged by a skink, but it BH'd itself when attempting to GFI).

    Sandman's updated the spreadsheet, so any validation appreciated!
    Last edited by Shar_ds; 14-04-2013 at 11:57 PM.

  12. #1772
    Lesser Hivemind Node NieA7's Avatar
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    Quote Originally Posted by cyberpunkdreams View Post
    Well, I would go for sure hands if I didn't already have a AG4 gobbo. HMP would be a must on the bomber, but this ain't the bomber. Kick could be good (I was vaguely considering Kick Off Return as well, to make 1TTTMTDs more likely when the kick lands in an awkward spot). I was seriously thinking about Tackle too. He's unskilled so far, and wouldn't need any more doubles for Diving Tackle and Jump Up, making him a decent marker.
    Kick-off return's nice but there's so much else that could go wrong with a TTM touchdown I'd probably want to get catch and sure feet gobbo as well as a pro troll before choosing it over the other stuff. Tackle's great, but it won't make the gobbo any safer while it will make him more of a target. Without sidestep or DT already it's probably a bit of a stretch to go for a skill that needs another 25SPP to build into a great player, plus it won't help much against bashy teams. If he had one of those two already then yes (or block to keep him on his feet), but on a rookie wrestle just has too much utility (Fouling preparation! Blitzing! Falling over without dying!).

    Mind you my record with gobbos is hardly stellar (one win in the Open, yay!), my advice probably isn't totally watertight.

  13. #1773
    Lesser Hivemind Node cyberpunkdreams's Avatar
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    Quote Originally Posted by NieA7 View Post
    Kick-off return's nice but there's so much else that could go wrong with a TTM touchdown I'd probably want to get catch and sure feet gobbo as well as a pro troll before choosing it over the other stuff. Tackle's great, but it won't make the gobbo any safer while it will make him more of a target. Without sidestep or DT already it's probably a bit of a stretch to go for a skill that needs another 25SPP to build into a great player, plus it won't help much against bashy teams. If he had one of those two already then yes (or block to keep him on his feet), but on a rookie wrestle just has too much utility (Fouling preparation! Blitzing! Falling over without dying!).

    Mind you my record with gobbos is hardly stellar (one win in the Open, yay!), my advice probably isn't totally watertight.
    Well, I've already got plenty of catch, diving catch, sure feet, etc., based on the fact that my goblin teams seem to roll a double for skill ups about once every 100 levels. (And a double on a troll? Ain't never gonna happen!) I did have a wrestle goblin once, he got eaten.

  14. #1774
    Network Hub boots468's Avatar
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    Well my game vs Grinn in the Champs was very much a game of two halves - one went all my way, one went all his. Alas, they were both first halves as connection troubles stopped our first game and the one that counts was very one sided to Grinn.

    It's annoying having network things have such a drastic impact on the outcome, but in the game this morning I made some silly mistakes and he didn't, so can't really complain.

  15. #1775
    Secondary Hivemind Nexus Screwie's Avatar
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    Quote Originally Posted by cyberpunkdreams View Post
    Well, I've already got plenty of catch, diving catch, sure feet, etc., based on the fact that my goblin teams seem to roll a double for skill ups about once every 100 levels. (And a double on a troll? Ain't never gonna happen!) I did have a wrestle goblin once, he got eaten.
    If you want to improve your TMM then Pro is quite a decent pick. There are so many dice rolls to soak up your TRR in a TTM attempt and plus, Pro is the only skill which lets a goblin reroll their landing.
    Last edited by Screwie; 15-04-2013 at 10:54 AM.

  16. #1776
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    Spending any goblin double skill for the TTM is a waste as long as the Troll is the weak link with the 2+,2+, 3+ sequence he needs to launch his buddy. That alone is sub 50% odds without turning to the loner reroll.

    KoR is a double I sometimes take on ‘flings but it isn’t something I’d consider on goblins unless I’d got an absurdo amount of doubles on the roster. This is doubly true for goblins perennially trapped playing against equal or lower TV opposition leaving them without Ripper for TTM plays. In the Open you could consider it, but I’d still rank it way below the core doubles you want that will help you in general play; in no particular order sure hands, strip ball, guard, wrestle, block, tackle, dirty player, mighty blow.

    For ‘flings the issue with the one turner is getting the movement to pick up and hand off the ball, plus scattering the throw within scoring range. KoR and sprint/sure feet help hugely with this and make the one turner a very viable threat. The Tree is the perfect thrower out the gate with no negatrait unless you need to move and a 2+ pass roll without loner. KoR also alleviates ‘fling issues with getting the ball up to the trees for standard grinding drives. These benefits don’t really apply to goblins.

  17. #1777
    Secondary Hivemind Nexus Screwie's Avatar
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    Wrestle is pretty damn awesome on goblins.

  18. #1778
    Secondary Hivemind Nexus ChainsawHands's Avatar
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    Recoil3842 has asked that Division I be rolled on after DogPants and I play our game tonight. I can't see any reason not to, so unless anyone objects I'll use my Magical Admin Powers and do that.

  19. #1779
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    Quote Originally Posted by Zoraster View Post
    KoR also alleviates ‘fling issues with getting the ball up to the trees for standard grinding drives.
    God yes. The number of times in last season's Open I drowned in elves in the backfield after rolling something horrible on the first turn, desperately trying to get the ball to the forest on the LOS...

  20. #1780
    Secondary Hivemind Nexus President Weasel's Avatar
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    Quote Originally Posted by ChainsawHands View Post
    Recoil3842 has asked that Division I be rolled on after DogPants and I play our game tonight. I can't see any reason not to, so unless anyone objects I'll use my Magical Admin Powers and do that.
    Do that thing, CH.

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