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GNU Order
Feb 28, 2011

That's a paddlin'

Sorry to say PMJ and Vicissitude but you two are a bit late and missed the votes, we went Block, Block and the Werewolf named Hungrylike

:siren: The current vote is what to do with our earnings barring any immediate team deaths, it closes some time before I post the video for the next match :siren:

Second Ghoul - 12
Spend it on hookers and blow cheerleaders - 4
Buy a zombie now - 1

GNU Order fucked around with this message at 15:02 on May 26, 2014

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Feinne
Oct 9, 2007

When you fall, get right back up again.

Fat Samurai posted:

This LP has me itching to play again, picking up teams I haven't played before (Dark Elves, Lizardmen and Chaos Dwarves are on the list). I'm afraid of teams with huge diferences between players, so it'll be DE until I remember how to play. What's a good starting lineup?

A quick scan of the roster makes me think 4 Blitzers, 1 Runner, 6 Line-Elves, 2 Re-Rolls, because Witch Elves seem a huge liability at the start. Not surfing makes me sad, though.

Yeah that's sadly probably the best, though you should totally move to pick up at least one Witch Elf and Assassin, Witches are fuckin' amazing at slipping through poo poo and taking the ball away from dudes and Assassins are incredibly annoying to every team ever if you can feed them some TDs and get them a level or two for some skills that make them hard to throw blocks at. Then they can stand next to slow dudes and make them weep with Shadowing and stab the gently caress out of fast dudes with low armor values.

Steelpudding
Apr 21, 2010

I've got Balls of Steel!
There is always more room for cheerleaders.

Minister Robathan
Jan 3, 2007

The Alien Leader of Transportation
Cheerleaders.

At least get one. The sidelines are just so empty without them.

And we wouldn't want that one to be lonely, so get another one to keep the first company.

pumpinglemma
Apr 28, 2009

DD: Fondly regard abomination.

Go for a ghoul. Zombie cheerleaders are not a sight I want to see.

GNU Order
Feb 28, 2011

That's a paddlin'

Blood Bowl 101

Lesson 3: Goblin Secret Weapons

Our next match is against Goblins manned by Agent355. Goblins are an oddball team overall but there's a lot going on mechanically with them, and most of it is better suited to one of these posts. Goblins as a team are made up of a pair of Trolls (Big Guys with actual negatraits, which we'll talk about in the video) and a bunch of goblins (who are special in their own way, specifically because of a skill they have called Stunty). Goblins, being dirty, sneaky cheaters, come to their matches with weapons, which are illegal according to the rules of Blood Bowl. These tools are called Secret Weapons, and they're the topic of today's post.

Goblin teams can get their Secret Weapons on the pitch and the ref can't do anything because stopping the match for any reason is verboten. However, after the drive ends either because of a touchdown or because of halftime, the referee immediately ejects any Secret Weapons who were on the field and they have to spend the rest of the match in the Penalty Box. These Secret Weapons are the focal point of a Goblin team and they're extremely powerful tools which can cut a swath through your opponent, but they must be used carefully or else you won't be able to get the most out of the drive that they play in.

Let's take a look at them. (Sprites taken from FUMBBL)

I'm also going to take this time to introduce you to some Blood Bowl shorthand. When we talk about players' stats we typically say them in the order MA, ST, AG, AV. So, the Wight would be 6 3 3 8. The Flesh Golem would be 4 4 2 8. The Zombie would be 4 3 2 8. Makes sense? And, following his stats, we list any skills he has. I'm going to use this format when discussing the Goblin secret weapons.

The Fanatic

3 7 3 7 Ball & Chain, No Hands, Secret Weapon, Stunty

Yeah. Fuckin' weird. Fuckin scary, as well. I'm beginning with the Fanatic because he's by far the most bizarre unit. Each of these Secret Weapons are going to have the Secret Weapon skill and a skill unique to that unit. Secret Weapon is exactly what I was talking about earlier, where the player can only be on the pitch for one drive and is then put in the penalty box for the rest of the match. His other skill, Ball and Chain, describes a set of rules that the Fanatic must follow. The other unique skill, No Hands, is exactly that. The Fanatic has his hands full with his giant flail, and he can't pick up or hold the ball.

The Fanatic is a chaotic whirlwind of pain. He swings his ball and chain with reckless abandon and little control. The Fanatic doesn't blitz, and he doesn't make blocks normally. He also doesn't move normally. What he does is a crazy hybrid of the three actions. When you go to move with the Fanatic, he chooses one of the four cardinal directions to move. He then randomly moves to either of the three squares in that direction, centered around the cardinal direction he chose. If a unit is in the square he wants to move towards, he throws a block against that unit. Even if it's a teammate. And at ST7 you can bet your rear end he's going to ruin whoever he runs into, friend or foe. Of course, if he accidentally throws a block against your own teammate, you're the one picking block die so you can simply pick a push or whatever. If he runs into a player who's prone on the ground he whacks them away. They get pushed, he moves into their square, and they have to make an armor check, meaning a Fanatic can knock a player down and not kill them, then immediately in the next movement cave their skull in with his flail. He's best handled by getting the living gently caress away from him, because at a chaotic 3 movement per turn he's not going to run you down very well.

You also don't have to make dodge rolls as the Fanatic, because you're not dodging through tackle zones, you're whirling your iron death machine above your head and soaring past players. Also, if you manage to knock down this behemoth (or the more likely scenario of him knocking himself down on a dubskull) you skip the armor roll and move straight to the injury roll. Also, if the injury roll comes out stun, you treat it like a KO, because stunning the fanatic causes his ball and chain to come straight down on his small, green, gobliny noggin. So, a Fanatic that goes down either gets KO'ed or CASed, which increases the danger level of this insane unit.


The Bombardier

6 2 3 7 Bombardier, Dodge, Secret Weapon, Stunty

The Bombadier has the same stats as a normal Goblin, and all the skills of a normal goblin plus those special Secret Weapon skills. That's because the Bombardier is a goblin who brought high explosives onto the pitch. The Bombardier can choose to move, blitz, punch, pick up the ball, foul etc. However, he can also choose to rain death down on some poor suckers. The Bombardier can choose to attempt to throw a Bomb onto the pitch. If he chooses to throw a bomb, he can't also move (because he needs time to light the fuse) so you have to decide if throwing the bomb is worth staying where you are. If you choose to throw the bomb, it works the same as the passing mechanic, except you're aiming for a tile rather than specifically a player. Like a pass, you need to roll pass dice to try and aim for the tile you're throwing at. Like a pass, rolling poorly can cause the ball to scatter off-course, and beating the roll means the bomb lands exactly where you chose. When the bomb touches down, it causes a Knockdown on the player in the tile it lands on, if it lands on a player. The blast also has a chance to knock down any of the players in the 8 squares surrounding the blast site. Each of these players in the nearby tile have to make a 4+ check. So they have a 50/50 chance of coming out unscathed. Even if they're laying on the ground already, the same rules apply. If a Bombardier CASes a unit through bombs, he doesn't get SPP.

However, the real fun comes when you try to intercept a bomb. Like a pass, a bomb can be intercepted or even caught if it lands in a square occupied by a player. The same dice get rolled that a normal interception or catch would require. If you manage to catch or intercept it, rather than having the ball explode in your face Looney Tunes style, you get to throw the bomb yourself. So, if a Bombardier tries to arc a bomb over a Dark Elf and the Dark Elf manages to snag it out of the air, he can try to return it to sender, or turn around and chuck it at a nearby enemy Troll. Or he can just throw it into ground harmlessly nearby. Of course, one of your player could catch the second bomb toss, and I've both seen and taken part in thrilling bomb battles where both sides play Hot Potato with an explosive, tossing it back and forth.

If a bomb knocks down a player on your team, your turn end immediately and you turnover. If you roll a 1 when you try to throw the bomb it falls out of your hand like a failed pass would, except this failed pass can blow your leg off. It only causes a turnover if it knocks down your player (which it often does). These two rules add to the danger of making a Bomb pass.

The Looney

6 2 3 7 Chainsaw, Secret Weapon, Stunty

Why is he called the Looney? Well, he brought a god damned chainsaw to a Blood Bowl match! A Looney, like a Bombardier, is a normal goblin with a deadly weapon. The Looney can move around like normal, but instead of throwing blocks or blitzes, he revs up his chainsaw and hacks away at opponents. Before he can saw away at enemies, he has to successfully start up his saw. He makes a d6 roll, and on a 1 the chainsaw kicks back on him, jumping out of his hands and slamming into his face with deadly consequences. If he succeeds this roll, he saws into his enemy. He skips blocking and goes straight into the Armor rolls. He gets a +3 to try and break armor. If he can't break armor even with this +3 the victim stays upright. However, breaking armor leads straight into the injury phase as normal. If a player tries to punch a Looney and knocks himself down, this +3 against armor is still in effect.

If you manage to get your hands on a Looney and knock him down (which is easier because he doesn't get Dodge) or on that case where his chainsaw kicks back into his face, the Armor roll against him gets the same +3 as he dishes out, because you presumably knock the chainsaw back into his own face. The chainsaw is the most reliable of the Secret Weapons and is therefore the most dangerous to your opponent. It is also the most fragile and prone to harm.


There's also a fake Secret Weapon. He's not even a Secret Weapon (pogo sticks are legal I guess) but people confuse him with a Secret Weapon all the time even though he doesn't get ejected and doesn't have the Secret Weapon skill. He's also the only other unique singular unit on Goblins so I'll take this time to talk about him.
The Pogoer

7 2 3 7 Dodge, Stunty, Very Long Legs, Leap

It's a goblin with a pogo stick. Big deal, right? Well, he gets to Leap in addition to the normal perk which come from being a Stunty player. I'll explain Stunty in the video but here's as good of a time as any to talk about it. You know how Tackle Zones negatively effect dodges, as in dodging into more tackle zones makes the roll harder? Well, Stunty players aren't affected by Tackle Zones. They still have to make the Dodge roll, but getting away from one player is as easy to them as dodging through 5 players. It's important to point out because the Pogoer, in addition to going through opponents, goes over them. He has a skill called Leap which lets him, in the middle of a movement, jump from the square he's in to any unoccupied square in a 2 square radius from him. So, if the enemy has made a human wall of players in a straight line, you can run up to that line, Leap over them on a 3+ Agility roll, and end up on the other side, where you only have to make a simple dodge to dodge away from them. It can also be used to jump right into an enemy cage and smack the ballcarrier. Failing this Leap roll means he falls down into the square he was leaping into, and your turn ends. As I said before, he's not a Secret Weapon so he stays on the pitch the whole match (unless he dies or whatever).

He's also one MA faster than a normal goblin. That must be one hell of a pogo.





But, we're not done yet. One more mechanic to wrap your brain around. Well, rather, it's an addendum to a mechanic from last game.

Bribes. After all, this is Blood Bowl. We follow the rules, unless you pay us to not follow the rules.

As a refresher, Bribes keep your player from being Ejected. Before, if your player got Ejected, you could use a bribe to make a D6 roll, where 2+ meant he got to stay on the pitch. This also applies to Secret Weapons. If you had a Secret Weapon on the pitch for a drive and that drive ends, he would normally get Ejected and sent to the Penalty Box. However, if you bough some Bribes before the match with your Inducement money or were given some during the match because of a kickoff event (which happened in the previous match) you can use these bribes to try and keep your Secret Weapons from getting ejected. 2+ means they can go back out and the ref looks the other way, rolling a 1 means he doesn't take the bribe and they get sent to the box. You have to use one bribe per Secret Weapon, and one roll per bribe. If your Secret Weapon sat on the sideline for the drive, you don't have to worry about him getting Ejected and can bring him in whenever, it's only units who were on the field for a drive who get booted when that drive ends.

In the next match, Agent355 is going to play our 1210 TV team with a 1010 TV team in order to get a bunch of inducement money to buy bribes to try and keep his players in for a ton of drives to allow for more carnage. "Playing Up" is a common strategy for Goblin coaches, as playing against higher TV teams means you get that Inducement money to get Bribes to let you Chainsaw that much more. Goblins will also typicaly hold 13-14 players so they don't have to put all their Secret Weapons out at the start of a match. Also just generally because Goblins are so squishy and prone to dying.

The way to keep this from happening is to score early when your opponent's Secret Weapons are on the pitch, or to just generally try to create a situation where he gets as few turns with his Secret Weapons on the pitch as possible. The ideal situation would be Killing a bunch of your opponent's goblins and scoring the ball on your Turn 8, meaning he has to field all of his Secret Weapons on the final turn before the half because he has to field 11 players if he can. So he gets one turn with all of his Secret Weapons before half time, then they all get banned at the half.





As always, don't be afraid to ask questions. I'm not as familiar with Secret Weapons as I'd like so if anybody spots an error or anything please point it out.

GNU Order fucked around with this message at 06:16 on May 27, 2014

uPen
Jan 25, 2010

Zu Rodina!
2 things!
1. You forgot to mention the best use of the Looney, namely fouling dudes with a loving chainsaw.
2. Pogo was a secret weapon in LRB4 before they made an actual secret weapon skill which might be why some people get confused.

PotatoManJack
Nov 9, 2009
Also, maybe you will cover this when talking about stunty in game, but you haven't talked about the almighty TTM

GNU Order
Feb 28, 2011

That's a paddlin'

Oh we'll cover it in the video.

As with most cases involving TTMs, something magical happens

tlarn
Mar 1, 2013

You see,
God doesn't help little frogs.

He helps people like me.

GNU Order posted:

Our next match is against Goblins manned by Agent355.

Holy poo poo. :allears:

PotatoManJack
Nov 9, 2009

GNU Order posted:

Oh we'll cover it in the video.

As with most cases involving TTMs, something magical happens

oh boy oh boy oh boy!

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

PotatoManJack posted:

Also, maybe you will cover this when talking about stunty in game, but you haven't talked about the almighty TTM

What does TTM stand for?

Magnetic North
Dec 15, 2008

Beware the Forest's Mushrooms

Night10194 posted:

What does TTM stand for?

Throw teammate

uPen
Jan 25, 2010

Zu Rodina!
Troll eats teammate

Feinne
Oct 9, 2007

When you fall, get right back up again.
There will be corpses stacked like cordwood on both sides by the end of the game, that is Goblins.

On one hand our Wights will both level up from Cas'ing stunties thanks to block but on the other hand our ghoul will be carved like a turkey with a chainsaw. Probably the werewolves too. Or maybe the werewolves will both die to having a goblin thrown at them, who knows.

Veloxyll
May 3, 2011

Fuck you say?!

If only you could kill multiple opponents with a single TTM hit.
TTM is AMAZING.

GNU Order
Feb 28, 2011

That's a paddlin'

Hmm, mini lesson time

Throw Team Mate is a skill that several Big Guys get. It allows them to throw specific players on their team, players who have a skill called Right Stuff. Right Stuff just means you can throw that player on a TTM, nothing more. Trolls have TTM, Goblins have Right Stuff.

When you throw a player, you aim for a square within a reduced passing grid range. So, rather than the 12(?) or 9 or whatever normal squares you can pass the ball, a thrown player can only go 6(or 5?) squares max. So, the Big Guy makes a couple rolls to try to pass the player, and if he succeeds the player gets picked up and chucked down the pitch. The goblin (or other thrown player) has to make an agility roll to try and land on their feet (more Tackle Zones make this roll more harder) and landing on a square occupied by a player bangs the goblin into that player, knocking them both down and turning the goblin into a makeshift projectile. However, this can also be used to let a goblin cover way more ground, assuming he lands upright. If he fails the agility roll he falls on his rear end and has to roll armor.

Of course, the goblin being thrown can also be holding the ball. You can see how this could be advantageous. Instead of doing a series of pushes to score a 1 Turn Touchdown on the turn where you receive the ball, you could simply hand the ball off to a goblin standing next to a Troll, have the Troll throw the goblin, have the goblin land upright (falling over causes the ball to fall down in what is probably enemy territory and end your turn) and have him make a mad dash to the end zone.

Of course, the process of actually getting the Troll to cooperate is cumbersome at best and impossible at worst. To actually go through the action of throwing your goblin, you need to first make the Troll's normal Really Stupid roll, which is a normal negatrait which we'll discuss in the video (basically he needs to roll 2+ or 4+ to follow orders, failing means he just stands around like a big loving idiot). Then, he needs to make the actual pass roll. If he rolls a 1 the Goblin falls out of his hands and has to make an Agility roll to land on the ground next to the Troll, failing sends him face-first to the turf. The Goblin is always going to land off-mark, like a scattered pass would. Additionally, some but not every unit with the ability to TTM have a skill (in this case Negatrait) called Always Hungry. Big boys like that sometimes get too hungry for meat, and a delicious morsel in their hands is too much to resist. Before they actually throw the Goblin, they have to make a 2+ roll. If they roll a 1, they toss that Goblin right into their mouth and swallow them in a single gulp. The goblin is consumed and dies, if that isn't obvious. On a 2 or better you go ahead and throw.

Having said that, I have an Underworld (knockoff lovely Goblins, we might run into them at some point) team whose gimmick was the 1TTD using TTM, they are about as successful as you could imagine. 9 wins, 37 losses, 6 ties.

Also, a lot of Big Guys have have a negatrait called Loner. I think I covered it in an earlier lesson but it just means they have to make a 3+ roll to actually use a team reroll. It's relevant because it makes rerolling a failed action in the process of throwing a teammate that much harder.


Like I said, goblins are a weird team. Pretty much every team that is comprised mostly of little ST2 stunty units like goblins, halflings, snotlings etc are weird.

GNU Order fucked around with this message at 07:16 on May 27, 2014

Agent355
Jul 26, 2011


In a perfect world when it's not raining, there are no tacklezones to worry about, it's not very sunny, and you don't have to make any GFIs to get into the endzone, a TTM one turn touchdown has a 36.5% chance of success with a reroll and only a 13% chance of success without one.

Now a 36% chance isn't something i would rely on, but given that a goblin team has roughly 36% chance to get a free touchdown at the end of at least one half, it's pretty okay.

Veloxyll
May 3, 2011

Fuck you say?!

Agent355 posted:

In a perfect world when it's not raining, there are no tacklezones to worry about, it's not very sunny, and you don't have to make any GFIs to get into the endzone, a TTM one turn touchdown has a 36.5% chance of success with a reroll and only a 13% chance of success without one.

Now a 36% chance isn't something i would rely on, but given that a goblin team has roughly 36% chance to get a free touchdown at the end of at least one half, it's pretty okay.

That's better odds than gobbos normally have of scoring!

Iretep
Nov 10, 2009

Agent355 posted:

In a perfect world when it's not raining, there are no tacklezones to worry about, it's not very sunny, and you don't have to make any GFIs to get into the endzone, a TTM one turn touchdown has a 36.5% chance of success with a reroll and only a 13% chance of success without one.

Now a 36% chance isn't something i would rely on, but given that a goblin team has roughly 36% chance to get a free touchdown at the end of at least one half, it's pretty okay.

I'm assuming this is with a troll and not a ogre or a tree who have less dice to roll on a TTM.

Agent355
Jul 26, 2011


Yah, thats gobbo TTM with really stupid, and try to eat.

halfling TTM jumps to 19% without reroll and 46% with.

Blackmage Yapo
Mar 27, 2008

Odin You Sad I Have
All The SPP

GNU Order posted:

Hmm, mini lesson time

Throw Team Mate is a skill that several Big Guys get. It allows them to throw specific players on their team, players who have a skill called Right Stuff. Right Stuff just means you can throw that player on a TTM, nothing more. Trolls have TTM, Goblins have Right Stuff.

When you throw a player, you aim for a square within a reduced passing grid range. So, rather than the 12(?) or 9 or whatever normal squares you can pass the ball, a thrown player can only go 6(or 5?) squares max. So, the Big Guy makes a couple rolls to try to pass the player, and if he succeeds the player gets picked up and chucked down the pitch. The goblin (or other thrown player) has to make an agility roll to try and land on their feet (more Tackle Zones make this roll more harder) and landing on a square occupied by a player bangs the goblin into that player, knocking them both down and turning the goblin into a makeshift projectile. However, this can also be used to let a goblin cover way more ground, assuming he lands upright. If he fails the agility roll he falls on his rear end and has to roll armor.

Of course, the goblin being thrown can also be holding the ball. You can see how this could be advantageous. Instead of doing a series of pushes to score a 1 Turn Touchdown on the turn where you receive the ball, you could simply hand the ball off to a goblin standing next to a Troll, have the Troll throw the goblin, have the goblin land upright (falling over causes the ball to fall down in what is probably enemy territory and end your turn) and have him make a mad dash to the end zone.

Of course, the process of actually getting the Troll to cooperate is cumbersome at best and impossible at worst. To actually go through the action of throwing your goblin, you need to first make the Troll's normal Really Stupid roll, which is a normal negatrait which we'll discuss in the video (basically he needs to roll 2+ or 4+ to follow orders, failing means he just stands around like a big loving idiot). Then, he needs to make the actual pass roll. If he rolls a 1 the Goblin falls out of his hands and has to make an Agility roll to land on the ground next to the Troll, failing sends him face-first to the turf. Odds are you're not going to have a great Agility roll with your Troll because he's Agility 1, so the Goblin is probably going to land off-mark, like a scattered pass would. The landing is also very hard for an AG3 unit to do.

Having said that, I have an Underworld (knockoff lovely Goblins, we might run into them at some point) team whose gimmick was the 1TTD using TTM, they are about as successful as you could imagine. 9 wins, 37 losses, 6 ties.




Like I said, goblins are a weird team. Pretty much every team that is comprised mostly of little ST2 stunty units like goblins, halflings, snotlings etc are weird.

You forgot Always Hungry and that TTMs are never accurate, even if you roll a 6

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

GNU Order posted:

Additionally, some but not every unit with the ability to TTM have a skill (in this case Negatrait) called Always Hungry. Big boys like that sometimes get too hungry for meat, and a delicious morsel in their hands is too much to resist. Before they actually throw the Goblin, they have to make a 2+ roll. If they roll a 1, they toss that Goblin right into their mouth and swallow them in a single gulp. The goblin is consumed and dies, if that isn't obvious. On a 2 or better you go ahead and throw.

I thought always hungry was 2 rolls, if you roll a 1 on the first you roll again to determine if the troll successfully eats the goblin.

senrath
Nov 4, 2009

Look Professor, a destruct switch!


FoolyCharged posted:

I thought always hungry was 2 rolls, if you roll a 1 on the first you roll again to determine if the troll successfully eats the goblin.

Yeah. It takes two 1s in a row for a troll to eat a goblin.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
A coin toss in BB probabilities, then.

I assume you can't Apothecary a swallowed gobbo?

Steelpudding
Apr 21, 2010

I've got Balls of Steel!

Fat Samurai posted:

I assume you can't Apothecary a swallowed gobbo?

Obviously.

Iretep
Nov 10, 2009

Fat Samurai posted:

A coin toss in BB probabilities, then.

I assume you can't Apothecary a swallowed gobbo?

50k gold isn't enough for an apothecary to jump into the stomach of a troll.

Olesh
Aug 4, 2008

Why did the circus close?

A long, chilling list of animal rights violations.

Blackmage Yapo posted:

You forgot Always Hungry and that TTMs are never accurate, even if you roll a 6

You're as likely to get a favorable throw with TTM as you are an unfavorable one.

Flash to the Past time!

It's been mentioned that pogo sticks were a secret weapon in LRB4. That's because they worked a little bit differently in previous editions. In LRB4, a goblin pogoer gained the ability to Leap, as if they had the Leap skill. The main difference is that the Leap skill normally only applies once per round, whereas a Pogoer could Leap as many times as they had movement for. Additionally, having a pogo stick gave you slightly different rules - normally, players can Go For It twice to move an additional two spaces. Pogoers could perform a GFI up to four times.

In previous editions, Secret Weapons worked a little bit differently as well - each Secret Weapon had a value that was rolled after each drive which would determine how likely it was the ref would notice the secret weapon and eject the player.

Additionally, Goblins are not the only team that have access to secret weapons - in tabletop, and in FUMBBL (although to a more limited degree) an additional set of inducements exists that isn't represented in Cyanide's implementation of Blood Bowl.

These are The Cards.

Ranging from Miscellaneous Mayhem, Magic Items, and Dirty Tricks all the way up to Desperate Measures, these inducements are available to be purchased randomly and cause unusual effects. One of the cards (Gromskull's Exploding Runes) grants a player Secret Weapon, Bombadier, and No Hands, effectively turning them into the equivalent of a Goblin Bombadier (or worse, if they were already Stunty, since the card applies a -1 to all pass rolls...). Another card causes an uncontrolled Fanatic to enter the pitch. I say uncontrolled, but both coaches actually get to control the Fanatic after their normal turns. Yet another one gives all of the relevant skills to turn one of your players into a Looney - Chainsaw, Secret Weapon, and No Hands - for the rest of the game. Still another card causes every single player to turn into a rookie (i.e. unskilled) Goblin until your next turn.

It's a shame that two expansion in and Cyanide never saw fit to introduce any of The Cards

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Iretep posted:

50k gold isn't enough for an apothecary to jump into the stomach of a troll.

You open the Troll and get the goblin out in one piece. The Troll regenerates, after all.

Iretep
Nov 10, 2009

Fat Samurai posted:

You open the Troll and get the goblin out in one piece. The Troll regenerates, after all.

Try to explain that to the troll without it getting mad and eating you too.

Poil
Mar 17, 2007

You just need the looney to succeed with stunning or KOing it.

Veloxyll
May 3, 2011

Fuck you say?!

That is so not worth it for a mere gobbo.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
On this topic, you forgot one important part about the secret weapon gobbos that makes them all different from the normal ones.

None of them have Right Stuff and can be used for a TTM.

Veloxyll
May 3, 2011

Fuck you say?!

goatface posted:

On this topic, you forgot one important part about the secret weapon gobbos that makes them all different from the normal ones.

None of them have Right Stuff and can be used for a TTM.

Even Trolls aren't THAT stupid!

Lord_Ventnor
Mar 30, 2010

The Worldwide Deadly Gangster Communist President
So, out of curiosity, what is the best team for a TTM-focused strategy? I dunno, it seems like it would be kind of funny for a team's Plan A to be "chuck the little guy."

jBrereton
May 30, 2013
Grimey Drawer

goatface posted:

On this topic, you forgot one important part about the secret weapon gobbos that makes them all different from the normal ones.

None of them have Right Stuff and can be used for a TTM.
A tragedy which means we'll never see Looneys make trolls die too on failed Always Hungry rolls.

Agent355
Jul 26, 2011


Lord_Ventnor posted:

So, out of curiosity, what is the best team for a TTM-focused strategy? I dunno, it seems like it would be kind of funny for a team's Plan A to be "chuck the little guy."

The problem with TTM being plan A is that even if you have an 80% chance of success (which I don't think you could even do) that still means 1/5 drives you just straight up give the enemy the ball.

Other teams have failure built in, meaning even if my skaven handoff doesn't work I've made room for that and it's not the end of the world. If I can't bash my way through the screen this turn because my block dice were poor thats okay, I can do it next turn.

TTM is really a 'if this works I score, if it doesn't I straight up give the other team my drive'.

Makes it really hard to use as a core gimmick, however probably halflings if you want TTM to be your plan A, and underworld if you want to have a team who can actually do TTMs well without having to rely on it entirely.

For gobbos TTM is more of a desperation move, because plan A will always be 'use your few extremely powerful players to secure a quick man advantage and keep beating on the enemy while their down so they can't recover'.

E: also there is a star player pogoer with right stuff, and yes he is amazing.

Veloxyll
May 3, 2011

Fuck you say?!

Agent355 posted:

The problem with TTM being plan A is that even if you have an 80% chance of success (which I don't think you could even do) that still means 1/5 drives you just straight up give the enemy the ball.

Other teams have failure built in, meaning even if my skaven handoff doesn't work I've made room for that and it's not the end of the world. If I can't bash my way through the screen this turn because my block dice were poor thats okay, I can do it next turn.

TTM is really a 'if this works I score, if it doesn't I straight up give the other team my drive'.

Makes it really hard to use as a core gimmick, however probably halflings if you want TTM to be your plan A, and underworld if you want to have a team who can actually do TTMs well without having to rely on it entirely.

For gobbos TTM is more of a desperation move, because plan A will always be 'use your few extremely powerful players to secure a quick man advantage and keep beating on the enemy while their down so they can't recover'.

E: also there is a star player pogoer with right stuff, and yes he is amazing.

Even throwing your mans at the enemy without the ball isn't a good strategy, since you're more likely to kill your own guy than an opponent.

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker

Lord_Ventnor posted:

So, out of curiosity, what is the best team for a TTM-focused strategy? I dunno, it seems like it would be kind of funny for a team's Plan A to be "chuck the little guy."

Ogres. 6 big guys who don't have loner, the cheapest and most expendable little guys.

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Luquos
Aug 9, 2009

how about we go back to my place and i conquer your world, if you know what i mean

Lord_Ventnor posted:

So, out of curiosity, what is the best team for a TTM-focused strategy? I dunno, it seems like it would be kind of funny for a team's Plan A to be "chuck the little guy."

I made a TTM-focused halfling team once. It worked pretty well, got a lucky halfling with +ma and +ag. Meant he could land easily and run far, it ended up being pretty reliable. Wasn't good, but certainly fun to play.

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