mefet: Now we can return to what really matters, flying, fouling goblins :/
One turn TD with flying Goblin:
1. Be the receiving team of course.
2. Put the Troll near the centre of the scrimmage line as much as possible but only have one or no opponent next to it.
(If there is an opponent next to the Troll you need to push it away to the side with a differenet player - not the Troll! - before you attempt the throw.)
3. Put a Goblin next to the troll, not behind it.
4. Pick up the ball and hand it to the Goblin. For an AG3 team this means 3+ for pick-up and 3+ for handover.
5. Activate the troll (Really Stupid, 2+) and step in front of the goblin into the opponents half. You want that extra square.
6. Grab the Goblin (Always Hungry, 2+) and throw it as far as possible (Pass, 3+). this pass is never accurate, it will always scatter. Cross you fingers that it doesn't scatter back.
7. Goblin has to land (agility roll, 4+, but gets more difficult if Goblin lands in opposing tackle zone).
8. Make TD if end zone is within reach (keep in mind that a normal Goblin ALWAYS dodges on 3+).
So you would need to roll at least 3+, 3+, 2+, 2+, 3+, 4+ and maybe one or two going-for-its and dodges.
(If you play Underworld and have to hand over the ball from a Skaven to the Goblin you also need to do an Animosity roll, 2+).