Dwarves in LRB 5
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Dwarves in LRB 5
Not that there was anything brought to the table for dorfs in the new release. But with the variations to other teams, did anyone notice anything different in play styles other than the usual block and cage?
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- Mr. Zlurpee
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You have to plan for teams getting fend and wrestle as they advance. Generally what I have found with all teams so far is that you can start with more of a 'tournament' style roster. So out of the gate I think Dwarves are a strong team, until your opponets start getting some of the new skills. Multiple block looks like a lot more fun now, can't wait to get it on my slayers. Deathroller looks like a late purchase for the heck of it, but then when have Dwarf teams ever had money trouble.
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- Xeterog
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Juggernaut is a good new skill to get for your slayers.
kickoff return for one or both runners is very helpful.
dont get a Death Roller..16 TV for something that lasts one drive and had problems getting spp's for skills as it is. (only from cas and mvp since it has no hands)
I've heard that Grab is great for setting up crowd pushes and such, but I haven't taken it yet (still getting the old standbys of guard/mighty blow/stand firm).
IMO, Multiple block is worse now, as you can't use it on a blitz, and I don't like leaving my Slayers in TZ's if I can avoid it. It could be nice I guess, but the loss of being able to blitz with it makes it unattractive to me.
kickoff return for one or both runners is very helpful.
dont get a Death Roller..16 TV for something that lasts one drive and had problems getting spp's for skills as it is. (only from cas and mvp since it has no hands)
I've heard that Grab is great for setting up crowd pushes and such, but I haven't taken it yet (still getting the old standbys of guard/mighty blow/stand firm).
IMO, Multiple block is worse now, as you can't use it on a blitz, and I don't like leaving my Slayers in TZ's if I can avoid it. It could be nice I guess, but the loss of being able to blitz with it makes it unattractive to me.
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- Darkson
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Wow! That's some typo. Just checked my copy, and they're still there. Rerolls @ 50k, 0-4 Blockers with Tackle, and 0-16 linemen without.rodders wrote:Did you not know?
They have been removed from the rules............or is that just my copy

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Darkson wrote:Wow! That's some typo. Just checked my copy, and they're still there. Rerolls @ 50k, 0-4 Blockers with Tackle, and 0-16 linemen without.rodders wrote:Did you not know?
They have been removed from the rules............or is that just my copy
HERETICS!!!!!

They are in it, and where cut off from all their shiny toys! First time I saw that I could put a bomber, chainsaw-dwarf and Bazookan on my roster I was thrilled. But a Deathroller is nowadays still there and wants to kick some assssasins.
Sure he gets SSP only by Cas and MVP. But so do the Blockers, Slayers and Blitzers.

Besides he has still St 7! Without the Help of some ST5 Guys your opponennt wont get ever two dice at this Guy. Receive in first drive, Field this "machine of moosy doom" and sqash everyone. TD in Turn 7 or 8.
Skill progression:
Standard: Multiple Block,
Guard - Like a Mummy with Guard the key is to hit the Guard Player first. With ST7 you will ever have Guard where it should belong.
And for the defence with ST7, Stand Firm and Break Tackle you can Dodge into the opponent Cage and make the Blitz on the usual Ball Carrier with 3 dice, or just Dodge in (Re Rolls can been used, as he is no Looner) and with Guard give every Dwarf around an assist.
ST7 Break Tackle means 2+ Roll for a Dodge into 3 Zones.
Double: Block,
Frenzy *WrrrOOOOMMM!!!!!* - No Stand firm, Wrestle on Juggernaut Blitzes
Diving Tackle - The idea is to get to the Ball Carrier, ok with Move 4 it is a whishfull thinking. The second Idea is to hold some opponent players like Big guys do it. So if you are at the Ball Carrier, or some poor guys who have woken up near the Death Roller, Dodge is their only chance. If diving Tackle would make a Turnover use it.
He is no Big Guy, he is better! Next turn he can stand up for sure and tackle the rest of them.
Skills for the Rest of them:
Juggernaut Slayers. Second GorTex. Wrestle, Fend, Stand Firm, Or a both down on the Dice wont safe you from my fans.
Guard is still King. But Grab on the Line of scrimmage might come in handy. Cut the opponent Team into two parts like a knife from the "Shogun" set the turkey.
With Stand Firm a slow walk on the Sidelines is now easier. Sure only if your opponent has left his juggernauts in the dugout.
I just gave Kick-off Return to one of my Runners to see how it might improve speed. But only as a second skill, first is still Block. With movement 6 +3 from the skill a good placed Kick from the Opponent isnt that scary any more.
Fend and Wrestle. Didnt think it will have that much impact. Im the Dwarf, I have more Guards then the Pope, so I throw two dice. And if he goes down with me, the better. Makes a hole in his line so that my Blockers can squeze the cage 1 pace more into his side.
For the lineup. Just take the standard Team.
5 Blockers
2 Blitzers
2 Runners
2 Slayers
2 RR
4 FF - with the new rules it will need 5 games and you are around 7.
2 Cheerleaders
1 Assistant Coach
That will give you some RR just from the start.
Well, not a very European viewpoint, but dont see the problems, see the opportunities!

Sure the time is getting harder for us small ones but with the change comes the chance to get a faster speedier dwarf play. And if nothing works just throw a grenade at a stupid Ogre, he cant catch it (No TZ) and will feel the true meaning of dwarfen engineering.
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- TuernRedvenom
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So far dwarves are really dominating our local league. I play one team myself. Regular access to stand firm is huge. You can play total position control by giving long beards on every first skill guard and then as second skill mix it up with grab and stand firm. Put them wherever you want em but stay put yourself! Very nasty!
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