Dwarves in LRB 5

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Glorian Underhill
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Post by Glorian Underhill »

Armour Roll is not in the statistics of The Ko result. I think in an early version of the rules Mighty Blow affected thick Skull.

In the latest version it didnt seem so.

An 7 rolled plus MB is a stunned dwarf, a 8 rolled plus MB (9) is KO one.


And a 9 rolled plus MB is the ugly CAS. :-?

The change of Thick Skull is just a change for the good dwarf guys who seem to roll a 6 at every chance. The new one drags that roll away from the coach.

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Post by fen »

kithor2002 wrote:Ok unmodified it seems so.
But what about when the modifiers like MB, Claws (for armour roll) and Dp will count in...
Well if MB or DP goes on the Inj then Thick Skull looks similar to if it's not.

Old TS Works 50% on a roll of 7 or 8 (+1 to 8 or 9)
11/36 * 1/2 = 15.3%

New TS works 100% on a roll of a 7 (+1 to 8 )
6/36 or 1/6 = 16.7%
(Also remember the +1 to Inj is a bit less likely in LRB5, excepting when you're facing a claw player. But any Dwarf player worth his salt should be able to eliminate the Claws before they do too much damage.)

Still a gap of approx 1.4% in favour of new TS. It's not major but it is a minor overall boost in the odds in favour of the beardies. Dwarfs are marginally tougher in LRB5 than before.

And yes, I've not considered AV breaks in these odds. I was just looking at the change in thick skull to the chances of a KO on the Injury Table.

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Joemanji
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Post by Joemanji »

Nobody has mentioned access to Dauntless on normal rolls yet. This is key IMO for keeping up at higher TVs.

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Post by kithor2002 »

But hasn't become dauntless also a little weaker?

Guard is still the no1 pick for any longbeart before I'll consider dauntless....

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Post by Vincekiller »

I woul just make a little comment about the odd :

In Lrb 4, you had when you roll 8 or 9 on injury 50 % chance that thick skull Works.

In Lrb 5, you have when you roll 8 or 9 on injury roll 5/9 =55,55% chance that thick skull works.

The "real" difference between Lrb 4 and Lrb 5 is 5,55% up in favor Thick skull and it is signifiant.

PS: I'm not saying that odd calculation of fen are wrong, it's just a different point of view. For example if you ad the odd to pass the amor roll, you will have a lower effect of thick skull (less 1,4%) (same idea for MB+PO)

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Joemanji
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Post by Joemanji »

kithor2002 wrote:But hasn't become dauntless also a little weaker?

Guard is still the no1 pick for any longbeart before I'll consider dauntless....
Obviously Guard is the first pick for every Blocker. But they now have a hell of lot more choice when it comes to second skills. Before it was MB or Kick. Now there is Dauntless, Stand Firm and Grab too.

Dauntless is exactly the same against ST4 opponents, which is by far the most common time for you to use it. 5/6 versus 5/6.

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Glorian Underhill
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Post by Glorian Underhill »

Just wanna give an Update on Dwarfs.


Kick Off Return Rules!!!!

Put the Runner with Block and Kick off Return 4 or 5 paces from my own endzone. And then move to the Ball.
In the last game I got Blitzed which is by far the most feared Kick off Result for me. With Kick off return I could secure the Ball before your oponent can come near it.

And when not securing it, then still move near it to pick up and safe 3 Movement next turn.

Also the new Thick Skull is nice. No more Rolling, you now what happens.
So far the League is going good and im saving money for the "Todes Roller".

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