LRB 5 chaos dwarf

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TuernRedvenom
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Post by TuernRedvenom »

...who doesnt fall over on double skull...
Erm, everything falls over on double skull! Juggernaut only helps for both downs.

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Glowworm

Post by Glowworm »

TuernRedvenom wrote:
...who doesnt fall over on double skull...
Erm, everything falls over on double skull! Juggernaut only helps for both downs.
I meant "both down" not 2 skulls on 2 dice ..sorry

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Aliboon
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Post by Aliboon »

If a Hat rolls MA take it, if you roll AG take it faster!
Can't say I agree with that at all-an AG3, MA4 player aint going anywhere fast and even a MA5 CD isn't fast, I might take it on a 6 + 4 possibly if the team was already loaded with guard, but as the CD blocker takes ages to advance, 9/10 times I'd go with guard or MB. Double 5, i'd probably go with a mutation, but again, at the start of their development, guard will be more useful. My first CD to get a roll got Claw to begin with, which with heinsight was a mistake.

If by Hat you meant the bulls then yeah, I agree with you (although maybe not on the MA, would depend on what he already had).

Personally I prefer to use the hobbos as ball carriers (but then I have got a MA7 dodge guy, an AG4 block guy and a ST4 hobbo), but can see the advantage of bulls holding the ball, I just don't trust their AG2...

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miloquaser
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Post by miloquaser »

This is roughly how i play my team;

get an apo as soon as possible.

BullCentaurs; take AG, MV, ST increases.
block, break tackle, tackle (dodge)
Minotaur; Juggernaut, guard, break tackle (claw)
do not take Ag increases. take mv over av.
Hobgoblin; Take mv and ag increases. Although St is tempting it will cost you a lot.
1 or 2 with sure hands, block, kick of return (dodge)
1 with block, kick, strip ball
you can developed special HG depending stat increases.
Chaos dwarf; Take St, don't take ag or mv. on the 3 on the line take the av increase.
2 with mighty blow, piling on (claw)
2 with guard, stand firm (diving tackle)
2 with guard, mighty blow, grab

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