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life beyond TR 175 for dwarfs in LRB3

Posted: Sat Jul 24, 2004 6:14 pm
by Xorin
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

Posted: Sat Jul 24, 2004 6:54 pm
by King Throrin
Hmm I tend to agree. In LBR3 several teams lost their access to big-guys, all teams that lost access got compensated by having two additional positional players except dwarves. This alone is bad enough but combined with all the rule changes to soften up BB it really impacted dwarf effectiveness.

* No more rerolling armour and injury (net even through pro!)
* Pilling on got castrated
* Mighty Blow on armor or injury not both
* fouling (IGMIOY, which I like very much by the way)
* Rule of 11 got bumped

... Don't get me started :x

More so then any other team Dwarf success on the pitch depends on removing the competition (it is even stated their roster fluff) and all these things do impact their effectiveness to do just that.

Posted: Sun Jul 25, 2004 9:19 pm
by Duke Jan
So leave room to freeboot that wonderfull mechanical football device: the Deathroller!!! I think it goes for most teams that the roof is around 170-200. So just enjoy playing your team at its full strength and start another team for devellopment.

Posted: Sun Jul 25, 2004 10:26 pm
by Joemanji
King Thorin wrote:More so then any other team Dwarf success on the pitch depends on removing the competition (it is even stated their roster fluff) and all these things do impact their effectiveness to do just that.
A Dwarf team should be able to win without taking one single opposing player off the pitch. If they do, well that is great - your job just got a lot easier! But I always try to start every game assuming the worst. A good cage play depends on knocking players down, not injuring them.

Posted: Mon Jul 26, 2004 3:58 pm
by Kamikaze Rudy
Nazgit wrote:
King Thorin wrote:More so then any other team Dwarf success on the pitch depends on removing the competition (it is even stated their roster fluff) and all these things do impact their effectiveness to do just that.
A Dwarf team should be able to win without taking one single opposing player off the pitch. If they do, well that is great - your job just got a lot easier! But I always try to start every game assuming the worst. A good cage play depends on knocking players down, not injuring them.
Right on! The team that depends the most on getting opoosing players off the pitch is the Norse. Dwarf teams can outblock there way down the field, and not have to worry about taking too many injuries along the way.