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Chaos Dwarf TR116 starting roster advice needed
Posted: Fri Nov 25, 2005 6:47 am
by Gallant
Hi all!
I am fairly new to blood bowl but have played one season in a league with a human team. Now I am joining a ladder where new team starts with 1150k, and one player is dedicated team captain and recieve a free MVP.
I was thinking about trying a Chaos Dwarf team and came up with two suggestions:
2 Bull Centaurs
6 Chaos Dwarfs
3 Hobgoblins
3 Re-rolls
9 Fan Factor
1 Apotechary
or skipping apo for first game (that will be against another newly started team, hopefully without nasty skills)
2 BC
5 CD
4 HG
4 RR
9 FF
10 000 in treasure
What do you think?
Also, who should get the free MVP? CD:s I guess don't progress very fast, but they have good skills from the beginning. BC:s need skills, but will perhaps get SPP:s anyway. Hobbos really need skills, but they die of I assume.
I appreciate all the help I can get!
Oh, if you don't think Chaos Dwarves are good to use in a ladder please let me know why. It will be a free ladder without penalties for declining challenges.
Posted: Fri Nov 25, 2005 10:40 am
by Richy
I'd start with at least 12 players - the dwarves are fairly tough, but hobgoblins break pretty easily, even with an apoth.
With 1150k to spend you can start with a fairly maxed out roster, so you maybe don't need 9FF.
How about:
5 CDs
5 Hobgobs
2 BCs
6 FF
4 RR
or
5 CDs
6 Hobgobs
1 BC
8 FF
5 RR
You're going to really need those rerolls for ball handling to start with.
Posted: Fri Nov 25, 2005 11:07 am
by Cloggy
I would go for the first option in the original post. Dropping the apot in favor of a 12th player will only get you a dead Bull centaur in game 1. Why? Because Nuffle and Murphy will team up on you and kill it on a snake eyed GFI.
As for the MVP: I would go for a CD Blocker. Regardless of what skills the hobgobs and Bulls have, the winning chances of a CD team largely depend on the ability of the 6 cd's to hold the line.
Good luck!
Posted: Fri Nov 25, 2005 12:09 pm
by Gallant
Cloggy wrote:
As for the MVP: I would go for a CD Blocker. Regardless of what skills the hobgobs and Bulls have, the winning chances of a CD team largely depend on the ability of the 6 cd's to hold the line.
Fluffwise I guess the team captain should be a Chaos Dwarf, and that you also suggest that it would be tactically wise makes the decision easy, thanks! A Chaos Dwarf for captain it is.
Posted: Fri Nov 25, 2005 12:49 pm
by Phreedh
Cloggy wrote:Why? Because Nuffle and Murphy will team up on you and kill it on a snake eyed GFI.
Lol! Thanks Cloggy, that cracked me up! =D Well needed on a friday afternoon. =)
Cheers!
/Phreedh
Posted: Fri Nov 25, 2005 3:42 pm
by Gallant
Thanks Richy and Cloggy!
I seem to be blessed by Nuffle (had an amazing play-off last season. In the semi-final I was leading 2-1 after the third turn in the second half. I had been badly beaten by an Orc team with higher TR and could only field 9 players when kicking. He had 5 turns to score against a decimated team, then waited overtime when the kick-off result came. LRB3 Riot 6 turns - game over... In the final I got a handicap result sending 6 of my opponents players late to the game. He could only field 9 players while I bashed him in the first half...) I don't know about Murphy though, but maybe I will try my luck without apo in the first game to get another re-roll
I will try to get 12 players in, maybe I drop FF, though with my human team 9 FF has been very helpful replacing players.
A Chaos Dwarf Blocker will be team captain.
Thanks for the help!
Posted: Wed Jan 18, 2006 10:02 am
by The Storm
I'm one of the hugest proponents for 9FF you'll find, but with a starting lineup as stacked as this, I don't think you need it.
CDs and BCs get hurt long term VERY rarely once you have your apothecary, and replacing hobbies is cheap in the extreme. You can probably get away with a lower FF on this team if you want.
Personally, I'd go for 2 BCs and a Troll given this much starting money. Just to be obnoxious. CD teams can really handle an 11 man roster and no apoth better than almost anyone (maybe straight dwarves). If you lose a hobbo in game 1, grab a replacement, otherwise, the apothecary. Then you're off to the races...
Posted: Wed Jan 18, 2006 11:36 am
by stormmaster1
no Apoth is always a risk, and unlike fumbbl you can't just restart if you lose your top player in the first game. I've started off as Dwarfs before, delayed getting an apoth in order to replace dead players and keep the team at 11 strong. 3 dead runners and a crippled slayer later i rethought my strategy.....
With all the extra cash you might as well get the apoth as you'll still have a very strong side.
Posted: Wed Jan 18, 2006 12:02 pm
by Gallant
I gambled a bit, started with 2 BC, 6 CD, 3 HG, 4 RR, 7 FF and no apo. First game was against a skaven that had played two games already.
First block of the game one CD got badly hurt. Next skaven turn a BC followed him to the injured box. I was starting to regret the missing apo...
When his annoying guard linerat refused to go down and re-rolled ball pick-ups failed three times in a row, well let's just say I lost this one
Though with all players back next game and enough winnings to buy an apo I think this team is on the track... Oh, two CD:s got skills as well, I choose guard on both.
Probably will buy another hobbo after next game to get 12 players, then save cash for a troll unless something nasty happens - sounds like a good plan?
Posted: Wed Jan 18, 2006 12:05 pm
by Mootaz
Gallant wrote:I gambled a bit, started with 2 BC, 6 CD, 3 HG, 4 RR, 7 FF and no apo. First game was against a skaven that had played two games already.
First block of the game one CD got badly hurt. Next skaven turn a BC followed him to the injured box. I was starting to regret the missing apo...
When his annoying guard linerat refused to go down and re-rolled ball pick-ups failed three times in a row, well let's just say I lost this one
Though with all players back next game and enough winnings to buy an apo I think this team is on the track... Oh, two CD:s got skills as well, I choose guard on both.
Probably will buy another hobbo after next game to get 12 players, then save cash for a troll unless something nasty happens - sounds like a good plan?
Sounds like a plan.
Posted: Wed Jan 18, 2006 12:26 pm
by Tim
In league play i'd always go for the Minotaur instead of the Troll.
The Troll only adds a great and very though line player, but you already have 6 CDs to do that job.
The Mino adds Frenzy which has a great imapct on the opponent's defence setup (can't close down the sidelines that well) and creates more damage potential (turnover potential as well, but if you set up 3db then the risk is limited), is a little faster than the CDs which helps to keep up with the hobs and the BCs and has more damage potential with the possible addition of Claw or RSF on a (second) double.
The higher vulnerability of the Mino does not hurt you that much, because CDs usually have lots of spare cash and tons of AV9/Thick Skull Players that usually just stay on the pitch.
Posted: Wed Jan 18, 2006 12:53 pm
by Da_Great_MC
I would also go for a Mino. Frenzy rules (if you know how to play it) !
Posted: Thu Jan 19, 2006 12:30 pm
by Gallant
Thanks for the advice about Mino. I have played two more games now, against Necro and Orcs (won both, wooha!) and conditions have perhaps changed a bit.
After Necro game got skill on hobbo and bull (sure hands, block) and bought a forth hobbo. After Orc game got serious injury on bull without skill (-AV).
What to do with this fellow? I guess -AV wasn't too bad compared to niggling or other attribute losses, but should I keep him for a while?
I have 100 000 to spend, so I could buy a troll and have 12 players for next game (bull misses next game), or I could save money for minotaur or new bull having a difficult next game. What do you think?
A CD got skill, 5+5... Extra movement or stand firm? I have two CDs with guard since before.
Posted: Thu Jan 19, 2006 1:45 pm
by Gorbad
Tim wrote:In league play i'd always go for the Minotaur instead of the Troll.
Besides all the good reasons Tim gave, I'll add one more which has been a constant annoyance for me while playing _against_ CD's.
Fail a Really Stupid roll, and you lose your tacklezones.
Fail a Wild Animal and you get to keep your Tacklezones, so stopping opponents from walking by, stil giving assists (especially since a Big Guy will have Guard pretty fast), cancelling assists, etc.
That for me would be enough to buy a Mino vs a Troll.
Posted: Thu Jan 19, 2006 1:48 pm
by Gorbad
Gallant wrote:What to do with this fellow? I guess -AV wasn't too bad compared to niggling or other attribute losses, but should I keep him for a while?
I have 100 000 to spend, so I could buy a troll and have 12 players for next game (bull misses next game), or I could save money for minotaur or new bull having a difficult next game. What do you think?
A CD got skill, 5+5... Extra movement or stand firm? I have two CDs with guard since before.
Save the cash for a Mino, getting him fast means getting better odds for an MVP.
And take Stand Firm! MA+1 is largely useless in a team which includes Bulls and Hobgobs for movement. The CD's are there to not move, and hit things.