Finally after almost a year my store has new league

Want to know how to beat your opponents, then get advice, or give advice here.

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fen
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Post by fen »

Bizzy wrote:Isn't it true you can grab claw on the blockers on doubles cant you get it on a regular roll?
The Chaos Dwarf Blockers don't get mutations on normal rolls, you have to roll a doubles for it. But luckily you don't need more than one or two Claw players for them to start being very effective (especially as the Blockers start with Block + Tackle and have Strength access.)

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kithor2002
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Post by kithor2002 »

Bizzy wrote:
And as for some teams. I have played Khemri and now that mummy's wont have block thats bad
Block is overrated :wink:
Mostly I try to get 3 dice blocks with the mummies.
And if you give them guard for the first skill it will be much easier.
Or take Piling on for them to inflict easier damage to the opponent's team.

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Bizzy
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Post by Bizzy »

Since I am so used to playing Necro I am going to stray from them.

I have narrowed the catagory to these teams

Norse
Human
Chaos Dwarf
Khemri
Elven(idk which)

What is advice ya can give me?

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whiteknight
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Post by whiteknight »

Well if you want to get to the top, i would suggest you use the team which you're good with and which is NEcro. :D

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Leipziger
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Post by Leipziger »

When I decided on a change after playing lots of games with the necros, I enjoyed some success playing with the Chaos Dwarves. That said, the new norse roster looks pretty good...

Cheers

Leip :lol: :o :lol:

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fen
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Post by fen »

I've found there are parallels between Chaos Dwarfs and Necros, both teams can play a similar game (not identical, but similar) so if you do well with Necro you should be able to do well (or better) with Chaos Dwarfs.

I also have to agree that I love the new LRB5 Norse roster. From a purely mechanical point of view it's strong baseline to build on, especially if you can get a decent amount of +AV rolls.

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Mad Jackal
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Post by Mad Jackal »

Plus AV rolls will mean squat if the league is full of Claw. Norse are good, but until the ulf's get block they are a liability, and there is no blazing speed to break away from any scrummage.

I'd take Wood Elf and really exploit the speed differential.
I think they are a better choice than the other elves for several reasons.

The line elves move 7 where-as the other elf linemen will all move 6 and still be av 7 against claw.
The Dodge players will make the other teams wish they had tackle. Not to mention catch on the catchers and move 9.. Strip Ball WarDancers will own non sure handed chaos teams.

Take a tree to give the non claw teams something to worry about and to hold the line when kicking.

You can start with 2 Dancers a Tree and a re-roll with even a thrower for leader soon or a catcher. (Or FF / cheer / asst coaches or save cash)

Buying an apoth after game 1. And buying a team re-roll next. Then catchers. 11 games and you should be a pretty high team rating..

But play what you like and are used to, I know playing some races for me is not fun and that other guys have different like/dislikes, and really that is what matters isn't it? If the 11 games are fun ?

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fen
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Post by fen »

Mad Jackal wrote:Plus AV rolls will mean squat if the league is full of Claw. Norse are good, but until the ulf's get block they are a liability, and there is no blazing speed to break away from any scrummage.
Not going to disagree with your assesment of Norse or Woodies.

But you're wrong about AV ups not meaning anything in a Chaos/Mutation heavy league. Claw is at best a third choice skill for them, more likely fourth. So there won't be a lot of Claw players for a long time in this league. And you have to think about the Dwarf/Orc/Human players as well.

Even in a league where I was the solo Norse player vs nothing but mutation teams I'd still take the +AV. Because at best there will be 2-3 Claw players on their teams and I'd want the protection against their ST access Linemen.

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Post by Bizzy »

Wow some extremely good tips..I think W/Elves are a good selection. What is a good starting roster for them. I also don't want my team to be killed and maimed in a violent manner

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Post by Mad Jackal »

number - cost k (running total)
1 Tree 120
2 Dancers 240 (360)
7 Line Elf 490 (850)
11th player* 70* (920)
1 re-roll 50 (970)

and 30k left for lots of options.
A. save 30k for the apoth. (Not a bad choice.)
B. buy 3 FF and try for fame bonuses to winnings (elves are expensive)
C. buy an assortment of FF / Cheerleaders / assistants (scoreing lots means lots of kick off rolls)
D. Upgrade the 11th player to a thrower who could take Leader with one completion and the MVP and also provides deep pasing threat. +10k
E. Upgrade the 11th man to a catcher for the dodge, but losing a pt st.+10k

I started B. It worked ok. I was able to get to 14 men fairly quickly by not having 3 LOS line elves every kickoff. I won lots to start with so I peaked at 7 FF pretty quickly. I got more from winnings bonus than FAME it seemed though.

Were I to do it over I think with the amount of purchases needed and the fragility of the race I would take A 30k saved towards apoth. This nearly completly assures you the apoth after game 1.(If you win you are in.)

my 3rd choice was C. split 10 to each FF,Cheer,asst lots of kick offs are lots of chances to get +1 to d3s to gain re-rolls. a 10k re-roll from cheering fans or brilliat coaching is nice.

D. the thrower is an ok option, but I don't like throwers with no sure hands and also prefer to pass with line elves early on. I would only take him if I were seriously needing the Leader re-roll or totally dependant on the long pass.
E. Catcher isn't the best move for me, but if he helps you win games, that re-roll to winnings (and plus 1) can be huge. Plus with only 1 team re-roll having extra dodge and catch around can help. Additionally, starting with one gets you towards building the OTS guy sooner. (and no OTS is not the only play or even the main play, but it is an essential tool / option in my experience)

I suggest buying all 3 big positionals and starting with only 1 re-roll because I'd rather save up for 100k worth of re-roll than 120 k worth of player. Plus Bloding WarDancers and the tree to soak damage is going to do more good than 1 additional re-roll in my opion.

1st buy is apoth, 2nd is re-roll 2. Then either re-roll 3 or catchers is my advice.
IF injuries happen.
Do not buy linemen. At a 14 man roster you'll have a tree, 2 dancers something like 4-6 players btween catchers and throwers. Which is 7-5 line elves needed. You bought 8. So you can afford to lose between 1 and 3. Play with Journeyman line elves beside your trees and save up for re-rolls and positionals.

Besides. Two Wardancers gets you to two leaping strip ballers early before the sure hands skills get picked...and non tacklers HATE wardancers on offense.

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Post by Bizzy »

That sounds really good and tempting. I also just got a sneaky idea in my head. If everyone doesn't really understand Claw all too well then they will take it doing NOTHING to my elves. Plus no one in the league can catch them when it comes down to running around. The final question I have before making a commitment is this one. When I play these bash mongers they are insane people that try to kill kill kill!!! I need to know how to do certain things

A) Break a cage
B) Score easily
C) Not die

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