Chaos Dorf the other broken team.

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Khaine
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Chaos Dorf the other broken team.

Post by Khaine »

Had my first experience against a CD team tonight and I must say BROKEN. Seems a bit odd to give speed AND a boat load of skills to a team that with one skill can basically rule any game. That skill GUARD. Nothing like watching str 5 players go down like they are made of paper because ever Dorf on the team Has guard on a tr 145 team. Seems to be a bit annoying to be able to have guarding tackling blocky players with a ma 9 critter in the back with str 4. Hard to pick out another team that can have all of that with a tr of 140ish. Dorf can get the guard going but no MA for them. Or am I just jumping the gun? I mean do they reek rear later in leagues?

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Post by TuernRedvenom »

Chaos Dwarves always start out strong but tend to do worse when the league lastst longer. By then all the other teams have the skills to stop the centaurs.
If he had guard on all his CD blockers then he was just extremely lucky. The local CD team has played 10 games and only 2 chaos dwarves have guard so far.
I still think CD's are balanced in league play, you just have to get used to their playing style: in other words, pin the centaurs.

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Post by Munkey »

Six blockers with Guard at 145 TR is very lucky IMO.

There's a couple of CD players in our league and while the teams are good I've not seen any evidence of them being broken by any measure.

The team has solid Blockers and two very good Blitzers but the Hobbos are pretty ordinary (if cheap) and there's no real ball handlers on the team. Hobbos are pretty easy to take out too so it's usually easy to target any skilled ones early in the game.

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Post by Tim »

Munkey wrote:Six blockers with Guard at 145 TR is very lucky IMO.
Agreed, or his opponents were mostly rookies, so he could score with the CDs alot.

My TR 196 league team started with 5 CDs and now after 11 games it has 4 Skills shared amoungst the 6 CDs (no deaths or other replacements).

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Post by Asperon Thorn »

CD's are a tough team to play against. BC's seem fast, and a lot of time they are only movement 6 or 7. Even moving 7 does (however unlikely) risk a turnover and the CD coach has to take that into consideration. I have rolled enough double 1's to think about it every time I have to do it.

You do have to remember the two weaknesses of the team.

First they really have no GOOD ball handlers. Until a Hobgob gets surehands, or a BC gets a AG increase, thier ballhandling is pretty weak. Once a BC gets the ball it is hard to dislodge it, but by putting careful tacklezones up, even with break tackle, you can really impede his progress.

Second, Hobgobs have weak AV. It is almost like the "Blitz a skink" rule. Taking out the Hobgobs hampers team speed, and agility. They will still hit hard, but often they rely on hobgobs for citical assists, ball handling, and throwing up that extra tacklzone. If you can whittle the team down to its Dwarf, and BC elements you take a lot from the team.

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Post by leblanc13 »

I agree that if you take away the hobgoblins that the chaos dwarf team suffers greatly. The point is that hobgoblins are dirt cheap to replace and if you start with 3 rerolls you can start to put your money towards purchasing additional hobgoblins after the 1st or 2nd game.

I usually start with 2 BC, 6 CDB, and 3 HB, FF5, RR3. I usually buy the apothecary with my first purchase and then I start purchasing more hobgoblins. This way you always have replacement players for those injuries that are sure to occur during the game.

What you should do is rotate the hobgoblins in and out for each drive so that you have the opportunity to develop them all with 1 or 2 skills.

This will make your team more effective overall as you can compensate for lost hobgoblins on the next drive. Also, you can use the other 8 players to protect those poor defenseless hobgoblins until they can get block and surehands.

I am impressed with my CD teams performance and really enjoy playing them. I recently crushed an equivalent TR Norse team 4 - 0. BC runners are the way to go. Nothing can stop them once they start chugging downfield, especially if you run them in pairs to help defend eachother.

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Post by Asperon Thorn »

leblanc13 wrote:I agree that if you take away the hobgoblins that the chaos dwarf team suffers greatly. The point is that hobgoblins are dirt cheap to replace and if you start with 3 rerolls you can start to put your money towards purchasing additional hobgoblins after the 1st or 2nd game.

I usually start with 2 BC, 6 CDB, and 3 HB, FF5, RR3. I usually buy the apothecary with my first purchase and then I start purchasing more hobgoblins. This way you always have replacement players for those injuries that are sure to occur during the game.

What you should do is rotate the hobgoblins in and out for each drive so that you have the opportunity to develop them all with 1 or 2 skills.

This will make your team more effective overall as you can compensate for lost hobgoblins on the next drive. Also, you can use the other 8 players to protect those poor defenseless hobgoblins until they can get block and surehands.

I am impressed with my CD teams performance and really enjoy playing them. I recently crushed an equivalent TR Norse team 4 - 0. BC runners are the way to go. Nothing can stop them once they start chugging downfield, especially if you run them in pairs to help defend eachother.
This thread is to prove that they are not overpowered. You aren't helping, Leblanc. :wink:

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Post by leblanc13 »

You're right...I should probably go back and edit my previous post. :wink:

...Um, Yeah.. Chaos dwarves are horrible later on in league play. They are totally disadvantaged by every other team.

Argh! What a terrible team. They can't compete with anyone in late league play. :roll:

I...um...once saw a goblin team whip up on a Chaos Dwarf team that was of a higher TR than them. The goblins caused 6 casualties including killing both bull centaurs. It was horrific! I'm still having nightmares about it. :roll:

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Post by Underdog »

In my experience against CD's (TR100-150) I have found them to be very slighly overpowered but not a big enough problem to warrant a change to the roster.

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Post by honeycomb kid »

Play dwarves and cut through them. Your longbeards beat their CDs up cuz you have more of them and more guard (hopefully) leaving your runners to handle the ball (as always), blitzers to smash poor hobgoblins, and sweet sweet troll slayers to push them durned BCs off the sides (which they generally go up).

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Post by TuernRedvenom »

Just play any elf team, throw some line-elves against the BC's to pin them, beat up the hobgobs and avoid/run cricles around the CD's.

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Post by Fronko »

Play chaos dwarves yourself. Fight fire with fire. Prepare for long and hard matches, though.

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Post by DoubleSkulls »

TuernRedvenom wrote:Just play any elf team, throw some line-elves against the BC's to pin them, beat up the hobgobs and avoid/run cricles around the CD's.
Break Tackle is the 1st skill for BCs....

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Post by Emberbreeze »

just make sure that when you get a BC down you foul the **** out of them

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Post by Fronko »

ianwilliams wrote:Break Tackle is the 1st skill for BCs....
Still you can force him to dodge into another TZ... Will not always be possible, but often. At least all my opponents manage to do so. :(

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