The dwarves are not a very forgiving team when it comes to their game plan. They need to get the ball into their cage, preferably in the first turn, definitely by the second - otherwise they will be overrun, and lack the speed and agility to compensate if this happens.Carnis wrote:Where does all this talk about KOR being necessary come from? I mean REALLY?
Kick can be a nice skill for setting up defensive TDs and KOR might somehow counter that, but you are bringing 2 runners into the field either of which can cover all but 1 square off the pitch on the first turn on its own. KOR gives you 3 movement, for one turn in the game, possibly 2 if your opponent scores early and you get to try an equalizer. Haven't seen effective use of KOR in a BB game as of yet in 2 years of playing with the LRB5-6 rules.
While you may be able to reach the ball (or get within one square of it) in the first turn, that means you are not moving it forward until the next turn in some cases. For a team that is so slow to begin with, that is a turn they cannot afford to lose.
There is also the possibility that a fast team can race players down field to harass the ball carrier and maybe even put a TZ on the ball which can delay the dwarves even further.
Dwarves tend to win their games with a low score, so anything that slows them down gives their opponents the advantage. Even though it may be only one or two times used, those are one or two times that it is going to be very useful.