Chivalry is Dead – Goblins
Published by naughtyjester on
In this series of blog posts, we’re going to focus on each race one by one. Their strengths, their weaknesses, and what makes them play differently from the others.
Goblins
So, the Goblins are pretty simple. They just really, really want to kill something. I mean, if you’re good at something you need to do focus on it right? We’re still working figuring out if they’re even aware the goal is to win the race itself. Their racial ability allows them to reroll attacks a few times a game.
Team Ability
Relentless
Goblins can reroll attacks. 3 uses per game.
You shouldn’t discount these guys. Every time they miss they have another shot at the attack.
Team Perks
Wallup!
When you slam into a chariot from the side and roll an 8 on your attack you can push the enemy chariot to the side. Wallup! widens that die roll to a 7 or 8 allowing you to push others around more freely.
Spike Trap
Add 3 Spike Traps to your chariot.
Damage. That’s pretty much what these do. Any section of a chariot that runs over the trap takes automatic damage to the animals and chariots (whichever part hits the trap). Super useful if you see a struggling chariot and want to create that little push that leads to a flip check.
Poison
Poison allows for extra damage when you’re attacking either the enemy driver or animal specifically.
Strategy
Goblin strategy is all about destroying others. And, considering their size can you really blame them? They start out doing more damage than most other races and if you add to that their reroll they get nasty fast. Subtle is not a word in the goblin language.