[long term] Chaos Dwarf in Open League

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PLATYPUS
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[long term] Chaos Dwarf in Open League

Post by PLATYPUS »

Hey guys,

I entered a Chaos Dwarf team (Canterbury Crusaders 2005) to our open qualification league. I have never played CD before, just against.

The league rules are:
1. QPool will now have a TR Cap of 150 for all games. You cannot play with a TR greater than 150.
5. Fouling: We are not ruling out fouling, but it is extremely frowned upon in QPool and we would not like to see it used excessively. We will monitor the "ettiquette" of fouling and may make rule changes if we feel it necessary.
6. Teams will be able to be promoted from QPool to Regional (hence why they both have TR150 caps).
It will be a long term league and some day I’ll promote them to the closed tournament to replace my Woodelf team.

Okay, those are the league facts. My question is now how to skill my players. The Dwarfs are clear, Guard and MB are the two options on normal throws.

As you can see, I need skills for two Hobgoblins and one BullC. One Hobo will get +1AG :) . That is pretty much a given. The other two players rolled a double on their first skill.

What is your advice?

Cheers,

PLATYPUS

PS: I have 90.000. Shall I buy a doc now or wait for the troll?

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Post by slup »

Dodge, stand firm or frenzy on the bull.
Leader on the hobgoblin (keeps the TR low).

Get an apo now to protect against freak accidents on key players.
I would not get a troll at all.
He won't help you staying below TR 150.

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Post by Cloggy »

I always have Trolls on my CD teams. If you need to drop from 6 cd's to 5 to stay under the cap, do it. Your LoS is there to tie up the oppostion, basically get in the way of their key players, so you can play ball with the hobbo's and the Bulls. Often when playing Orcs or Lizzards the dorfs get too underpowered to hold the line, which is when cd's get into big trouble. Having the troll just standing in the way in the middle of the LOS, preferrably with Guard, is great. Don't try to have him do too much else, just stand there and provide assists. After all, a rookie troll is only 30k (3TR) higher than a dwarf.

As for skills: block & break tackle are ofcourse the essentials for the bulls. After that there is the choice between making them ball handlers (sure hands) or killers (mighty blow)

My hobgobs all get sure hands/block and leader on doubles, given the high cost of team-rerolls.

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My Bulls have the "Thin Skull" trait. After every block they make, roll a D6. On a 1+ they get ko-ed and stay in the ko-box for the rest of the game.
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Post by gken1 »

mino is scarier on cd teams...6st blitz + frenzy

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PLATYPUS
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Post by PLATYPUS »

@ Oz

:p Every information is useful for success. Know your team and your enemy better ;)

@ All others

Cheers so far. I took Stand Firm and Leader. After one game I am not sure if Leader was a good option. At the start I didn't needed a RR and later he stayed in the KO box :(

My other CD rolled a normal skill. Block will be my option. I am not so sure about a normal roll for an other hobo. Normally, I would have taken Sure hands but I have a AG4 player now.

Cheers,

PLATYPUS

PS: I have the money for a troll now. But am not sure if I should by one or not.

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Post by chunky04 »

Plat, I'd have gone with Pass or Accurate on the Hobgoblin to give team a throwing option, which can be valuable in the long run.

I'd buy the Troll - I reckon the primary goal of building a team in qpool has to be to get a depth of players, not playing heaps of games until you have Warblade's Wood Elves. I reckon you've probably got 6 games at max to get your team together. Regardless of the recent changes, SWL will remian a fairly bloodthirsty league for fumbbl, and the troll will take some of the hits meant for others.

Take either Block, DP or Kick for your hobgob with a normal skill. The DP won't be very useful in qpool, but would come into his own once you get to Regional and above. Block just gives you an AG3 Blitzer, and Kick gives you time to get your Bulls into the backfield.

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Post by Phipstar »

PLATYPUS wrote: My other CD rolled a normal skill. Block will be my option.
As they already have block, take either guard or Mighty Blow.

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Post by JaM »

Indeed, a few of them with guard, and MB, will make your day. Still hope myself to get one with MB + frenzy... add some guard CD next to it, and it should be good.

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Post by PLATYPUS »

Phipstar wrote:
PLATYPUS wrote: My other CD rolled a normal skill. Block will be my option.
As they already have block, take either guard or Mighty Blow.
My fault, I meant BC :)

Cheers everybody. My team developed a little . The Leader was not so great so far and my kicker got injured so I had to retire him.

Will keep u updated and will ask you for further advice.

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Post by Skummy »

First skill on a BC should be break tackle. Makes 'em a great blitzer and general havoc creator in your opponent's backfield on defence.

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Post by PLATYPUS »

To late now :D But I'll keep it in mind.

My 5th game is over and my first CD got a skill :) (Guard)

My BC (with Stand Firm) rolled an other double. Is dodge the best option for that team?

The AG4 Hobo gets a skill. My first thought is Sure Hands. It saves me a rr right at the beginning of the turn.

And Justin rolled a 10. Shall I take the 10?

Please give me your thoughts.

Cheers,

PLATYPUS

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Post by MattShepherd »

I've always wanted to try Sure Hands on a BC for that blitz-the-ballcarrier, grab-the-ball potential. Haven't had the chance yet. But it's an interesting thought. With SF already on the Bull, you've got a very good chance of keeping a TZ on that ball at the very worst.

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