LRB5 Chaos Dwarf starting roster

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Pink Horror
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Post by Pink Horror »

If LRB 5 favors bashing, I think it's because LRB 4 favored bashing, and the game didn't change enough to sway it. I think Journeymen, Claw, and Piling On were the three biggest changes in the war between bashing and finesse. The Journeymen and Claw changes help out the elfy-types. This is what it comes down to for me: did Piling On get improved too much?

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Post by wesleytj »

fen wrote:That's a suprise.

I'm tired of disagreeing with you weslytj. I'm just going to let this one lie.
Hehehe we do seem to be on opposing sides of every issue lately. Perhaps if you just stopped being wrong we wouldn't have this problem?

:P

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Red Skullz
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Post by Red Skullz »

I`m doing another battle with LRB5 rules this week with this list
1 BC
5 CD
5 Hobs
4 RR
4 FF (was 4 in fact)

I`ll have 3 CD`s on the scrimmage, 1 CD and 1 hobbo in each wide zone, 3 hobs as mid-safeties and the BC as deep safety for starters. With a max of 9 MA he`ll get where I want him fast enough so I`m not to worried about that.

Now who do you CD players use as your "pick-up the ball and score" players? Immediately I would say hobs since they`ve got AG3 but then again they don`t take a lot of punishment so then it leaves the BC, who has an AG of 2...hmmf

Well at least I have 4 re-rolls :smoking:

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Post by Mootaz »

Use the BC as Ballcarrier. You have 4 RR so it should be OK. And the BC needs the skill to become effective. And most opponents have a problem to hit a ST4 BC in a CD cage.

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Post by kano »

Was wondering if I went with this line up if there were any glaring drawbacks:

4 Hobgoblins
6 chaos dwarves
4 rerolls
1 bull centaur
1 FF

The only 1 i can think of is losing all the kick off results, but I seem to lose those anyways :)

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Red Skullz
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Post by Red Skullz »

Hmm, not sure really.

Get a game with that list, I`ll do one with mine and we`ll backbrief each other afterwards.

Now that`s a plan :wink:

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Post by kano »

Sounds like a plan..............The reason I was thinking another Chaos Dwarf was I play against 3 elf teams, a Norse, and an orc team that runs 4 goblins......I thought the extra tackle would be nice.......But Im thinking I might miss the extra MV......

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Red Skullz
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Post by Red Skullz »

Played my game against Skaven yesterday.
His team consisted of:
1 thrower
3 gutter runners
1 blitzer
7 linemen

1 apotechary
3 RR
2 FF

1st Half:
He won the dice toss and wanted to receive. I now tried out another defensive setup. 3 CDs on the scrimmage, 1 CD and 1 hobbo in each wide zone, 3 hobbos in mid defense and the BC as on my deep.

He the proceeded to make an early CAS against one of my hobs and then score (man them blighters are fast!).

On my receive. This time I put all 5 CDs on the scrimmage and 2 hobs in each wide zone, the BC down deep to pick up the ball.
The BC managed to pick up the ball and then move in behind the CDs who started to wedge their wait through the Skaven line. I used the hobs to protect the flanks and rear of the BC. I then took my time and scored in turn 7 or 8 with the BC.

2nd Half:
Same as above only I scored in turn 8 this time.

So a "da cage" tactic really worked with this list. My 4 re-rolls helped me a lot, in the 2nd half I even had 1 re-roll left after the game was over!
Well I`m sticking with this one at least, got a solid line now, plenty of re-rolls and 4 players on the verge of getting their first skill :D

talast,
Red

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Post by mlindsay2706 »

well played! ive attempted quick scorea agianst skaven, such as attempting a TD in turn 3/4, and it just cant seem to work :-? or then i have to kick and...GAH

but well done! the cage does work much better, and late scoring means you can be left with a turn of pure bashing and maiming. ahh, good old block vs. AV 7.

and so long as they dont have a one-turn-touchdown.. s'all good.

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Red Skullz
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Post by Red Skullz »

Had another game with my Hooves yesterday against regular stunties.

Not an over-eventfull match, but I did win 2-0 :D

The best part was in the 1st half when he won the toss and elected to receive. He started great with knocking my line of scrimmage prone, then got his runner in a "next turn TD position". I then blitzed the runner with my mid-defence hobbo (another hobbo in for the assist), picked up the ball and got in a fine position on the wide zone. This very hobbo then score my first TD. I wub you Ogedei (that`s the name of my hobbo) 8)

2nd half my BC picked the ball up in turn 2 and then held on to it until he scored in turn 7. Ogedei managed to roll a double when he tried to foul a runner so off he went (but I still wub you Ogedei!).

Conclusion:
Being more offensive with my hobbos this game really paid off, so more of that later.
The Bull Centaur is one of my fav players as well, his sure feet and sprint skills have really helped me with scoring and blitzing from seemingly impossible positions.

Ah, only 1 game more and I have enough gold to buy the last BC :smoking:

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Post by chunky04 »

Pink Horror wrote:If LRB 5 favors bashing, I think it's because LRB 4 favored bashing, and the game didn't change enough to sway it. I think Journeymen, Claw, and Piling On were the three biggest changes in the war between bashing and finesse. The Journeymen and Claw changes help out the elfy-types. This is what it comes down to for me: did Piling On get improved too much?
I'd say cashflow and healing rate have to factor into that equation.

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Post by l_dauguet »

1 Mino
1 BC (2 is useless to start with)
6 CD
4 HG
2RR
0FF

Make it 5 CD and and you have 3RR but 11 players.

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Post by Storch »

2 Centaurs useless? And you advocate the Mino instead?

I have to disagree. In my eyes, it's a matter of an overpriced, Loner, Wild Animal versus a strong fast player with good stats all around (ok, so AG could use a bit of help, but nobody's perfect). Now, personally, I think the Mino is ridiculously overpriced for what it does but, even if you like him, the Centaur is still the bettre starting deal in my eyes. Personally, I would not feel comfortable with a Wild Animal as one of my two strogn players with only two rerolls. Actually, I wouldn;t feel really comfortable having to use a reroll to make sure my wild animal does somethign on a team full of AG2 players.

I started out with 2 Centaurs, and I have never regretted it. If nothing else, it gives you a couple more chances to get them a skill rather than skilling up the Mino. It also saves you gold.

If you really want to go without the second centaur, I would rather drop the Mino and pick up 2 more rerolls instead. You should be able to pick up another hobbo after game one and you should be well on your way to the second centaur. By the time you get him, I would hink you would be set.

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Post by Lemmy »

What do you think about:

4 RR
1 BC
5 CD
6 HG
5 FF (we get 5 FF for free)

12 Players, plenty of RR and some hitting power

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Post by Cramy »

IMO, if this is for a long league, than this is fine. This is how I started my last two LRB4 CD teams, except that I only had 3 RRs since I maxed-out the FF. Even though I have not played them too much yet, it has worked fine.

If this is for a short league, then I would try and work the second BC in there. If you plan to play mostly a running game, then you don't need that too many RRs. Get block on the BCs and Sure Hands on one or two HGs, and your RR use will be reduced to failed blocks using players that have the block skill. So replace a two HGs and a RR for a BC, CL and AC. The additional CL and AC significantly increase your chances of winning a RR on the kick-off table, which partially makes-up for going from 4RRs to 3RRs.

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