life beyond TR 175 for dwarfs in LRB3
Posted: Sat Jul 24, 2004 6:14 pm
I'm stuck
Developed my dwarf team to approx 175 TR and am really hitting the proverbial roof. Ussually with dwarfs you can field all positionals in your starting roster. While this is good fun it leaves little room to expand. As other teams can field more positionals, they can grow more easily and some even have access to big guys to add to the flavour. Even buying re-rolls is not as handy as it used to be (no rerolls for armour and injury sir). After your linemen have reached their second skill, the team development really stops.
How should a dwarf team develop above TR 175. I know that in the current vault rules dwarves get access to secret weapon positionals (and a "true" wizard) as compensation for the loss of their big guy ogre. But in the meanwhile what is the best option for team development under LBR3
Developed my dwarf team to approx 175 TR and am really hitting the proverbial roof. Ussually with dwarfs you can field all positionals in your starting roster. While this is good fun it leaves little room to expand. As other teams can field more positionals, they can grow more easily and some even have access to big guys to add to the flavour. Even buying re-rolls is not as handy as it used to be (no rerolls for armour and injury sir). After your linemen have reached their second skill, the team development really stops.
How should a dwarf team develop above TR 175. I know that in the current vault rules dwarves get access to secret weapon positionals (and a "true" wizard) as compensation for the loss of their big guy ogre. But in the meanwhile what is the best option for team development under LBR3