Chaos Dwarfs +ag centaur questions development

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babass
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Re: Chaos Dwarfs +ag centaur questions development

Post by babass »

Why Dauntless? and why twice?
i think you don't need this, with already 3/4 guards => i would focus on more guard...

Bull#1: +1AG, Dodge, Block, Sure Hands, Break Tackle, Kick-Off Return (if Double skill => Side Step, or Foul Appearance)
Bull#2: Block, +1ST, Break Tackle, Mighty Block, Frenzy, Guard or Juggernaut (if Double skill => Dodge)
On the bulls, take any stat increase (+1MV, +1AG or +1ST)

Dw#1: Mighty Block, Claw, Piling On, Guard
Dw#2: Mighty Blow, Guard, Stand Firm, Grab
Dw#3: Guard, Stand Firm, Mighty Blow, Grab
Dw#4: Guard, Stand Firm, Mighty Blow, Grab
Dw#5: Mighy Blow, Guard, Stand Firm, Grab
Dw#6: Claw, Mighty Blow, Piling On, Guard
if double skills => Dodge, Side Step (if not Stand Firm yet), or why not a leader (depending of the RR numbers), if you have already standfirm & Guard on this dwarf, or CLAW of course if you have already Mighty Blow :orc:

Hobbo#1: Wrestle, Strip Ball, Tackle
Hobbo#2: Kick, Block
Hobbo#3: Dirty Player
Hobbo#4: Dirty Player
Hobbo#5: Dirty Player
if you get a double on a Hobbo => Guard, then Block


all this Grab could be nice, for your dirty Hobbo :smoking:

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Valmar
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Re: Chaos Dwarfs +ag centaur questions development

Post by Valmar »

Dauntless because I don't use Mino, and some guys recommended it to me if I lack the STR.

More guard is fine, I don't know if its a good idea in a Piling On piece that will spend most time down on the pitch. More opinions?

I will pick up more Grab I guess. I like the idea.

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MKL
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Re: Chaos Dwarfs +ag centaur questions development

Post by MKL »

Valmar wrote:(...)
Bull#1: +1AG, Dodge, Block, Sure Hands, Break Tackle, Tackle
Bull#2: Block, +1ST, Break Tackle, Mighty Block, Frenzy, Tackle

Dw#1: Mighty Block, Claw, Piling On, Frenzy, Stand Firm
Dw#2: Mighty Blow, Guard, Stand Firm, Dauntless
Dw#3: Guard, Mighty Blow, Stand Firm, Dauntless
Dw#4: Guard, Stand Firm, Grab, Fend
Dw#5: Mighy Blow, Piling On, Dauntless
Dw#6: Claw, Mighty Blow, Piling On

Hobbo#1: Wrestle, Tackle
Hobbo#2: Kick
Hobbo#3: Dirty Player
Hobbo#4: Dirty Player
Hobbo#5: Sure Hands

(...)
About Frenzy: one is good, two can be too much imo. Frenzy works better while blitzing, and with a good movement to let you pick the best angle. See Guard below for another argument.

About Guard: moar Guard for me. I'm thinking to Blocker n.5: you already got two prospective killers (n.1 and 6). Btw, lotsa Guard let you have more Frenzy :orc:

About Piling On: I don't like to have to many players go prone in a turn. Every one after the first got diminishing return. Then again, I'm all about controlling the field, so maybe I'm wrong :|

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