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Chaos Dwarf tips?
Posted: Thu Jan 05, 2006 6:25 pm
by Axtklinge
I'm about to participate in a new league, and I was considering to try a Chaos Dwarf team.
I've already tryed a Dwarf team, but being used to play with faster teams (caos, and Orc) I didnt enjoyed the experience that much, except for the puch they could give and take, and so a front line of CD's with hobgoblins to do the running job sounded interesting...
I'm think about one of these rosters :
#1
2 Bull Centaurs
4 Chaos Dwarfs
6 Hobgoblins
3 Re-rolls
1FF
#2
1 Troll
4 Chaos Dwarf
7 Hobgoblins
3 Re-rolls
6FF
Any tips from experienced player would be wellcome!
Cheers
Axt
Oh, just one other thing, as I have enough extra dwarfs from a Dwarf WFB army, I might try to convert them to BB (no prob there), and to the hobgob I might use some old 40k orks (2nd ed I thing) with some Green stuff to give 'em some hats and cover whatever sofisticted weponry they have, BUT I have no idea what to use as Bull Centaurs.
Extra tips?
Posted: Thu Jan 05, 2006 7:50 pm
by Jelliko
You can easily use the Star player bull or watch ebay for some regular bulls to rework.
Posted: Fri Jan 06, 2006 8:48 am
by Brokje
Dont know about the figures, I mostly play by email or let my bro sort the figures out!
I would start out with higher ff
2 bulls
6 cd
3 hobs
2 rr
6 ff
or maybe a troll and a hobgob instead of 2 dwarfs.
Good luck!
Posted: Fri Jan 06, 2006 2:54 pm
by SolomonKane
I like a 'middle of the road' approach here, just because you can start with 3 RRs and still have a comfortable number of AV 9 players on the team.
2 Bulls 260k
4 CDs 280k
5 Hobs 200k
3 RRs 210k
5 FF 50k
Anytime you get a touchback, GIVE THE BALL TO A CENTAUR! It's far and away the fastest way to build them up, never mind their ability to score quickly. Block should almost always be their first skill barring doubles, in which case I'd take Stand Firm. Break Tackle is another useful skill.
For CDs, they're pretty much like standard Long Beards: Guard and MB are essential, and Piling On makes an interesting third skill if they get that far. If you get doubles, you can of course take Stand Firm, though Sidestep (with Guard) or Dauntless (to help knock down LOS Big Guys) or Frenzy (not for crowd pushing, but rather to help create bigger holes off the LOS) are all interesting choices.
Hobgoblins should get the usual lineman skills, and especially ballhandling skills. Kick early on allows the Centaurs to wreak some havoc in the opposing backfield. Block of course allows the Hobbos to stay on their feet more often. First double for a Hobgoblin should seriously consider Accurate (rather than Pass). Other doubles can include Dauntless, Dodge, Frenzy, and Leader.
Posted: Fri Jan 06, 2006 5:04 pm
by Cramy
Don't forget Dirty Player and Sure Hands on your hobgoblins, one of each. For normal skill rolls, I like to get one Hobbo with DP, one with Sure Hands, one with kick, and block on a bunch, not necessarily in that order.
Posted: Fri Jan 06, 2006 6:57 pm
by mattgslater
I think Solomon's advice is mostly pretty solid, though I'd ignore doubles on the first roll for a BC and take Block anyway. If you think you might have to play a smashy team in game 1, you might want to invest in a 12th player or an Apothecary: you're slow enough that you have to play their game, and, though you hit hard and have a bunch of tough guys, your all-important Hobgoblins are fairly fragile. In PBBL, ignore FF in favor of players and RRs; in LRB, it's better, but you can afford a low FF more than most teams (except Orcs, who really don't care about money).
Posted: Sat Jan 07, 2006 11:47 am
by Axtklinge
Thanks for your opinions!
So...
A couple of things I may assume from your posts:
-My #2 team is out of the question, because the Bulls are a must.
-Bulls should "grow up" as killing machines, as so should CD.
-My 12th player should be "sacrificed" in order to start with better FF (and maybe some adjustmen to the team), and buy him later.
Any other thoughs on the same subject?
Axt
Posted: Sat Jan 07, 2006 2:40 pm
by Joemanji
Always try to give the ball to a Bull Centaur if you have any re-rolls spare. They have a 75% of catching/picking it up, which is really not that bad. They are the stars of the team, and really benefit from being skilled up asap. Give one Block to start and the other Break Tackle. Then for their second skill, give them Break Tackle and Block respectively. Those are really the
most important skills on a BC.
Hobgoblins love Sure Hands, Dirty Player and Kick. I like Dodge on a doubles, but Guard also seems popular.
Give CDs Guard, and I have found Dauntless very useful on a doubles. Mighty Blow is a nice 2nd skill if you get that far, and helps get them to a 3rd skill that bit quicker.
As for tactics, well, just your basic grind up the pitch basically. If you have managed to give the ball to a Bull, you have the perfect means to sping out of your cage and rush the TD. Keep the Hobgoblins protected, as most good coaches will try to eliminate them. Oh, and try not to overcommit. Usually when I let a TD in, it is because my opponent has outpaced my stumpy little Dwarfs!
Cheers
Joe
Posted: Sat Jan 07, 2006 7:18 pm
by Moose Cloud
Don't take a big guy untill you have everything else you need.
Go with list number 1 with the following changes:
Swap one re-roll for extra FF
Think about swapping two hobs for another chaos dwarf.
5 chaos dwarves and no sub is a slightly stronger side than the 12 man one however this can varry a little with diiferent players. It does mean you have 9 FF which means you will definatley get the extra hob after your first game and if you win or are lucky then you might get your last chaos dwarf.
Although considered a very strong team chaos dwarves can be quite difficult to play. They will be beaten up by hitty teams and out-scored by fast teams. The key is to beat up the fast teams and out-score the bashing teams. You must be flexible. Do not stick blindly to one course of action or you will be out manuevered and overwhelmed before you get the ball out of you half.
Hobgoblins are utility players. Use them for the roles the others don't do.
CDs are some of the best linemen/blockers in the game especially once you get a few with guard.
BCs should be used either as deep defence or as ball grabbers. For example if your oponent fumbles or you get a blitz then get both your bull centuars in there ASAP. Put pressure on your opponent.
Posted: Mon Jan 09, 2006 5:16 am
by mattgslater
The value of FF vs. RR depends a lot on what rules you play. In LRB, lots of FF is a good idea. In PBBL, blow your money on a reroll instead. CDs REALLY NEED RRs in the early season.
Posted: Mon Jan 09, 2006 3:08 pm
by Da_Great_MC
I'd like to add that I am very fond of Frenzy for a Bull Centaur when he rolls a double. It makes your defense much stronger.
Posted: Thu Jan 12, 2006 7:22 pm
by Moose Cloud
Can't say I'd ever choose frenzy for a bull. I'd be thinking standfirm(think of the crazy dodges!) or something else that fits their role better. Of course if they didn't have block and break tackle I'd probably take those over a double.
Posted: Wed Jan 18, 2006 9:46 am
by The Storm
Axtklinge wrote:Thanks for your opinions!
So...
A couple of things I may assume from your posts:
-My #2 team is out of the question, because the Bulls are a must.
-Bulls should "grow up" as killing machines, as so should CD.
-My 12th player should be "sacrificed" in order to start with better FF (and maybe some adjustmen to the team), and buy him later.
Any other thoughs on the same subject?
Axt
I agree completely with 1 and 3, but if you get an early doubles on a BC, you may want to consider turning him into a runner by grabbing dodge.
I had a BC with block, dodge and sure hands in my last league - can you imagine what people had to do to get the ball from him in the middle of that CD cage? Then, of course, you get break tackle to go blasting through any pathetic coverage they may have...
Yes, picking up the ball with a BC is a touch dicey (no pun intended. No really. I insist.), but it's a 75% chance (2 rolls at 4+ using sure hands or a TRR) which isn't too shabby.