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Post by comfort_eagle on Jan 8, 2018 1:18:27 GMT
Hi folks,
Not sure if anyone coaches gobbos much around here other than me, but feel free to weigh in on this one anyway.
My chainsaw somehow managed to survive enough games to level up (2 mvps) and rolled a 10 (6, 4). I'm probably leaning towards 'dodge', but am tempted by giving the saw a bit more movement... a 7 range piece could reach either sidelines if set up central - and mobility is always nice on a blitzing/fouling piece - but is it worth the TV? (and the opportunity to get dodge to protect himself a little?). He is unlikely to level up again since their lifespan is so short...
feedback welcome, comfort
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Post by havol on Jan 8, 2018 3:03:48 GMT
If he’s unlikely to level again, then why bother with the first skill?
What skills does a chainsaw really need to be more effective? I mean, will bloating him to blodge really be that much better? You’re starting to get to the point where other teams have hunter/killers of their own.
Additionally, what circumstance allows a goblin team to hang with the competition? Is it maximizing skills? Or maximizing inducements?
I’d think twice about this one, brother. If you take the skill, I’d advocate for DP.
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Post by DocOz3000 on Jan 8, 2018 3:22:18 GMT
CE buddy, How many times has Nffle gifted you, those chickens must be piling up after so many pregame sacrifices. I believe a Chainsaw surviving to lvl is truly a gift from on high... I had a chainsaw lvl twice on my Gobbos back in BB1 and he even rolled a dub on his 2nd skill, a Blodge Chainsaw is truly a fearsome sight, though in retrospec I might have given him pro with the dubs he rolled... But, with the 1st lvl of a guy like this he's well on his way to becoming, if not legendary, at least more insane than he was to begin with... Muhahahhahaha... I think you have a few choices with a [6] + [4] roll... 1. Dodge will keep him alive to tell the tails of his Horror film shenanigans. (This is what I took and it was a life saver) 2. Sneaky git will keep him on the field a little longer when you don't want to use you Blitz but a foul will do just fine from this booger. 3. +MV and you might want to even score with the little nut ball. I just don't agree with HAVOL in this matter it seems. Your Chainsaw is the closest thing a Gobbo team has to a dedicated, if ultimately short lived, Blitzer. Against AV7 teams, just like MB/Claw players vs AV9+ teams, he can literally win games. So when the question of bloat comes up I just ask people to consider the fact; with the minuscule cost of replacing often injured and useless Gobbos, having a true monster on the pitch can only make for a profitable exchange for the added TV they require. Just my $.02 Oz
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Post by comfort_eagle on Jan 8, 2018 5:47:00 GMT
I think you have a few choices with a [6] + [4] roll... 1. Dodge will keep him alive to tell the tails of his Horror film shenanigans. (This is what I took and it was a life saver) 2. Sneaky git will keep him on the field a little longer when you don't want to use you Blitz but a foul will do just fine from this booger. 3. +MV and you might want to even score with the little nut ball. I think the game just likes gobbos! Vampires on the other hand seem cursed. So doc, are the above suggestions in priority order too? You'd take dodge first, and be least likely to take bonus movement? I don't like sneaky git on chainsaws cos they almost always break armour, and when they don't, they almost always get removed in the very next turn by the guy they were trying to saw in half. People tend not to overlook such things.
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Post by DocOz3000 on Jan 8, 2018 22:26:05 GMT
I think you have a few choices with a [6] + [4] roll... 1. Dodge will keep him alive to tell the tails of his Horror film shenanigans. (This is what I took and it was a life saver) 2. Sneaky git will keep him on the field a little longer when you don't want to use you Blitz but a foul will do just fine from this booger. 3. +MV and you might want to even score with the little nut ball. I think the game just likes gobbos! Vampires on the other hand seem cursed. So doc, are the above suggestions in priority order too? You'd take dodge first, and be least likely to take bonus movement? I don't like sneaky git on chainsaws cos they almost always break armour, and when they don't, they almost always get removed in the very next turn by the guy they were trying to saw in half. People tend not to overlook such things. Yes, I would take Dodge as a 1st skill. Now about Sneak Git, it is useful 2-3 times ([ 1 ]+[ 1 ] or [ 2 ]+[ 2 ] or [ 3 ]+[ 3 ] vs AV9 of course) out of 6, on 2d6 dice rolls...lol...not to shabby...but...Dodge would be a priority for me with this guy. I hope he levels again and rolls dubs so we can have another discussion...heh
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ted
Member
Australia GMT+9.5
Posts: 141
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Post by ted on Jan 20, 2018 23:23:18 GMT
I would take Dodge on the Loony a little extra defence for your best player seems to be good value (I reserve the Apo just for him, but make sure you engineer your TV so you can pick Nobbla Blackwart and field 2 Chainsaw players at the same time.(which you could never do in CE!)
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