has anyone tried unusual dwarf advances?

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

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Warpstone
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Post by Warpstone »

Gumbo wrote:If you're looking for unusual dwarf advances talking to Grumbledook.

I hear he has a bit of a midget fetish and I'm sure he'd have some great tips........ :wink:
Darn, Gumbo beat me to it or I would have a few suggestions along the lines of "Is that a Warhammer in your pocked or are you just happy to see me?"

Anyway, unusual Dwarf advances that worked for me were Dodge and Sure Feet. Not nearly as zany as leap, but a blodging Troll Slayer or Blitzer is priceless and Sure Feet is not sexy but can save you atleast a few key turnovers a game.

In terms of style, I actually played my Dwarfs as a quick passing team since if I did everything else right, I would always have a Team ReRoll available to chip the ball up to a Blitzer for a 3 or 4 turn score. Also, never underestimate the power of AG2 dodging with a reroll. Your bread and butter will always be a meatgrinder game, but it helps liven things up a bit when you've got the above options up your sleeve.

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Gimli
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Post by Gimli »

I play Dwarves, and love 'em!

I have a TV 203 team with only have 3 Guard Players, which is probably a bit light - 4 or 5 would be better. But I'm still winning games.

I've only tried Grab once, and wasn't that impressed. Probably need to have 2 or 3 players with it to get much of an effect, but it would be tough justifying turning down MB for Grab. Maybe a 3rd or 4th skill.

I have just taken Stand Firm on a number of players. Counting the Deathroller, I have 4 SF. Great skill! In a cluster it frustrates opponents. Suggested "unusual build", Guard/SF instead of Guard/MB.

One recent success has been a Blodge Blitzer with SF. He ignores anything but a Pow - tough to move, and difficult to knock down. So that would be my second "unusual build", Dodge/SF on any Dwarf Player.

Diving Tackle on any Blocker is a great combo with their Tackle. I only have one DT player, but love putting him into the middle of a bunch of Elves and then waitng for them to start Dodging.

I don't know if this counts as an unsual build, but I have had great success with MA advances. My MA7 Runner now has 5 skills (82SPP). There is HUGE difference betweeen MA6 and MA7. My Blocker with DT has got MA+2: with GFI he can Blitz 8 - no one expects that range. I have a TS who I took AV+1 on. While I don't know if he'd still be alive today with AV8, I have regularly regretted not taking the +1MA.

Last "unusual build" suggestion: Fend. Great skill on the Runners or other Ball Carriers. Might even take it on a Blocker instead of SF once I get 5 SF on the team.

Haven't tried this, but am tempted to try Wrestle/Strip Ball on a Runner and make him the designated "blitzer", i.e., the guy who hits the ball carrier.

Another unusual build I haven't tried, but would like to: Sneaky Git/Dirty Player - probably on a Runner (because of MA6), but could be on a Blocker who gets the Sneaky Git as a first skill on a doubles. That said, taking SG instead of DT might be difficult.

Mighty Blow. Yes, I have a lot of it. Currently 5, counting the DR, and hope to get it back to 6 when my rookie TS skills up. A ton of fun when blocking.

Last thought - Dwarves have access to a good array of Star Players. I have had fun with all of them, esp. Zara (probably bc she is so un Dwarf), and Boomer (with his Bombardier) (although he always blows himself up).

Hope some of these ideas help.

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Post by Jural »

An "unusual" dwarf advance is when a dwarf coach throws caution to the wind and takes guard on 5 longbeards and Mighty Blow on the 6th.

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Post by Duke Jan »

With cheap re-rolls there are a few things I would consider:

Pass-Block + Break Tackle + Diving tackle on long beards = MA9 (4+3+2GFI) catcher markers.

Passing access on runners is more difficult to take advantage of. Remember that AG2 are just as good at catching the ball as AG3 in TZs, with a re-roll those chances improve considerably. So if you build a passer, put that Longbeard forward with your likely receivers. With some luck he won't be marked.

There are different ways to set up two-dice blocks than Guard, guard is the lazyman's way.

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