LRB 5 chaos dwarf

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grampyseer
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Post by grampyseer »

Here's the build I'd hashed out.
2 bull centaurs 260k
4 blockers 280k
5 hobgoblins 200k
3 re rolls 210k
1 apothecary 50k



My big question is: Apothecary, or extra hobgoblin and bank 10k?

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mattgslater
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Post by mattgslater »

Apoth. BCs are too expensive otherwise and 5 is enough Hobgoblins for now.

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Post by Zhadow »

Personally I like starting with the maximum of 6 Chaos Dwarf Blockers, follow that with either, 2 Bull Centaurs or 1 Bull Centaur and 1 Minotaur. This gives you 8 Players on the field that can punch holes in the line, with 3 Hobgoblins to go get the ball.

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Post by grampyseer »

Zhadow: My only worry would be the hobgobs getting trashed as the only targetted ball handlers. Sort of like the lizards with 6 saurus, 1 krox and 4 targets...er skinks :lol:

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Post by Jural »

Zhadow wrote:Personally I like starting with the maximum of 6 Chaos Dwarf Blockers, follow that with either, 2 Bull Centaurs or 1 Bull Centaur and 1 Minotaur. This gives you 8 Players on the field that can punch holes in the line, with 3 Hobgoblins to go get the ball.
In LRB 4, that's fine. In LRB 5, I like to keep 1 or 2 blocker slots open so I can induce a blocker with guard. Of course if you are only playing rookie or low TV teams, there is no need to think this way.

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mattgslater
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Post by mattgslater »

Having only 3 hobgobs makes you vulnerable to hit squads. You can't protect them all, and being down even one makes it very hard to score.

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by mlindsay2706 »

very true

as a CD player, the hobbos are your ball carries

it is tempting to make a BC your main carrier, but with AG 2 its very hard to do so, and more often than not fails. make the BC's your main blizters. if you get a +AG on, maybe make him a carrier. chances are thats not going to happen however

youre going to need 5 hobs imo. like, Zhadow, i field 3 on the field at one time, with 6 CD's and 2 BC's is what i do (when i have bought all those players). 5's a good number though, as it gives you enough to field with some substitutes, because ag7 means they will get hurt. (maybe buy a 6th one as a reserve) on the field protect them!

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Post by Snew »

Not necessarily. I had a very successful season using only my AG2 players as ballcarriers. Probably not the wisest thing to do on paper but it worked out GREAT! in reality.

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Post by ClayInfinity »

Not many people care for the Mino...

When is the best time to get a Mino (if at all!)

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Post by bouf »

the strength of the mino (on a CDwarf team) lies in not using him...

Give your opponent a ST5 guy (often surrounded with Guarders) to worry about. He fails WA rolls more than you'd expect and without Block access he is a liability. Loner just eats your expencive RRs... I've had more mino's injured from double skulls or double downs than from Blocks against!

The skills I'd take would revolve around him not moving. Guard, Stand Firm, Tentacles (on doubles) Remember that when failing WA you keep your TZs)

If at all possible you should blitz with Bulls or Dwarves. (If a Hat rolls MA take it, if you roll AG take it faster! If you roll ST, TAKE it even faster and look to Break Tackle!!!)

Keep that in mind when lookingto buy a Taur. If your team is in a position to use that kind of threat, buy it... but I'd get all the other players and reserves (not to mention 3 RRs) before I bought the Taur.

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Post by bouf »

BUT!!! It is important to have one. The Defencive Strength of the Mino is Awesome on a CDwarf team.

Just throw Mino Blocks last and never blitz with him unless you have to!

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Post by Buggrit »

bouf wrote:BUT!!! It is important to have one. The Defencive Strength of the Mino is Awesome on a CDwarf team.

Just throw Mino Blocks last and never blitz with him unless you have to!
But if you Blitz with a Mino and he moves before blocking during the blitz he becomes ST 6 which makes him a valuable tool for taking out the other teams big guys.

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Post by mattgslater »

Question for Bouf:

Do you mean to say that one should take Tentacles on a doubles on the Mino, or that it's a good second option as a doubles roll after Block?

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by bouf »

I'd take Tents first.

The Taur is famous for eating RRs and causing Turnovers... (I've seen some butes with my friends Chaos Taur - I've seen whole games come unglued after a failed WA roll he was counting on)

For me, on teh CDwarves, the taur isn't a blitzer... he is a roadblock.

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Post by Glowworm »

But if you Blitz with a Mino and he moves before blocking during the blitz he becomes ST 6 which makes him a valuable tool for taking out the other teams big guys.[/quote]

Gave my Mino "Jugganaught" so now i have a S6 (if moved) blitzer who doesnt fall over on double skull and get to throw that all important 2nd block (still at S6) Use him for blitz actions as often as possible even other big guys are targets...(except Buggrits snowtroll "Fluffy", but one day he will be mine, oh yes he will be mine.)(insert evil laugh!!)

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