The following builds all really need a double skill roll first up, though you can perhaps change after one skill without wasting your first choice.
Fouling Goblin:
- Normal: Sneaky Git
- Doubles: Dirty Player
- Stat Increase:
This player is rather obvious in their role on the team, Dirty Player First and then Sneaky Git, they probably won’t get another skill past this and any they do get is just wasting team value. A very useful player as you can remove a troublesome opponent that was knocked over by a team mate.
Guarding Mobile Assist Goblin:
- Normal: Side Step
- Doubles: Guard, Block
- Stat Increase: +ST +AG +MV
Being able to move an assist to practically any square is invaluable and can cause a real headache for the other team. Follow up Guard with Side Step and then you can really keep that assist somewhere handy. +ST makes them harder to hit and opens up blocking with them as well. +AG lets you get places easier and +MV gives you greater range.
Blitzing Goblin:
- Normal: Jump Up, Sure Feet
- Doubles: Strip Ball/Wrestle/Dauntless
- Stat Increase: +ST +AG +MV
Despite being ST2 you can still make a handy blitzer out of a Goblin due to their ability to get around the pitch regardless of tackle zones. You have three practical choices, Strip Ball will get the ball loose against any non Sure Hands ball carrier. Wrestle gives the Goblin some more protection and can take down players. Dauntless is another option which can negate the low strength of the Goblin and can even let you take on ST4 or ST5 players if you are ambitious. Jump Up keeps their movement and can perhaps let you get another block in on your target next turn (or another opponent). Sure Feet gives them extra range to get at potential targets. +ST is obviously a blessing +AG gets you to where you want and +MV as usual gives greater range.
Ball Retriever Goblin:
- Normal: Sure Feet/Side Step/Diving Tackle
- Doubles: Sure Hands
- Stat Increase: +ST +AG +MV
This is the guy to send after the ball if the route to it is covered by lots of tackle zones. Sure Hands gives you the free reroll to try and pick it up and prevents it just being stripped loose again if you can’t cover him afterwards. Sure Feet will increase the range from where you can attempt to get it from. Side Step will usually allow you to stay next to the ball if you fail the pick up and Diving Tackle will be a pain for any high agility players who just run in to pick it up and attempt to run off again. +ST can give an option to blitz a player away from the ball, +AG makes getting to it easier as well as picking the ball up and +MV as always increases your range.
Orc Goblin Summary:
As you can see for such an innocuous player, there are quite a few useful options that they can provide to your team. You can have four of them and this can enable you to diversify the usual Orc caging tactics if you fancied doing something a bit different. If you do choose to utilise Goblins on the team though I wouldn’t get overly attached to them. They will have a short life span on the whole and if the other team doesn’t injure then, they can fail a dodge and die, or end up in the belly of a Troll. Also remember that while they may seem rather agile compared to the rest of your team, they still aren’t an Elf!

I almost always use a “receiver” style build for my Gobbo’s but I rarely send them away from the ball carrier, they tend to stay with the protection of the cage until the last turn or two, when bogged down and just a few squares from the end zone a Gobbo can stunty dodge through enemy lines and either receive a catch or take the handoff/quick snap before going in. Catch and Sure Feet are the essential skills, they also help with TTM although after that with Normal rolls I’d likely (it’s never actually happened) go side step, diving tackle opening up additional possibilities. Block on the double without a doubt. +MA, +AG or +ST are all awesome
i almost always use this guy, i generally have an extra man and i swap him in and out depending on the situation. his dodge is so invaluable and with his stuntiness he can weave in and out really effectively. He has surefeet and catch now, such a good guy to have. All your big blokes smash open a hole, and with his speed and good catching, you can have the enemy completely off guard with him.
I love Receiver Goblins and almost always have one on the field. On defense against a good passing team like the elves, I will drop one back into coverage, especially late in the half when action can be pressed. On any kickoff receipt I have one out there with a thrower. Then he’s both a capable receiver and rusher who only needs a small seam to bust through. Just keep them clear of mobs and they are reasonably survivable, and their stuntyness gives them the ability to get away from all but the most intentional of blocking scenarios.
Hooray Goblins!
Though i prefer not to use goblins (I like the armor of an orc team: 4 blitzers, 4 Borcs, 2 linemen, 1 troll, 1 thrower), my first orc team (which i’m still playing) has one goblin on the team. I’m building the receiver goblin, though a bit backwards (catch and diving catch first).
As it is, i only field him when receiving kick-offs, and i’m finding that it just isn’t that useful to have him around anymore. He provides a small handful of touchdowns i wouldn’t otherwise have, but almost never in a situation where it makes a difference in the game (usually turning a 2-0 win into a 3-0 win or something).
I kinda want to fire him now to grab a bigger guy, but having just had to fire my troll instead (he just hit level 4 with no doubles for block….buh-bye troll!) i don’t want to be having to skill up 2 replacements at once.
oh, as an aside, i would probably be more accepting of the goblin had i not gotten so lucky to roll +agi on a blitzer.