Page 1 of 3
Dwarf Blocker Doubles discussion
Posted: Mon Jan 15, 2007 7:51 pm
by skatingtortoise
just started a new dwarf team, after playing mostly elves and humans its quite refreshing to massacre all who stand in my way
something ive not come up against yet though is the question of a doubles on a blocker. my main ideas at the moment are dodge for LOS dwarves, and diving tackle for defensive safeties.
anyone else got any suggestions? in general i think dwarfs have a very narrow choice development wise, compared to other races. with elf linemen they have a plethora of options (giant killer, guard support, deep defender, etc etc), but with dwarfs the options seem very straightforward.
what do other players think of this?
Posted: Mon Jan 15, 2007 8:21 pm
by Duke Jan
Side-step+guard = pure nastiness
Posted: Mon Jan 15, 2007 8:32 pm
by Urb
As stated sidestep + gaurd is evil. Diving tackle and tackle is the same vs ag teams. Dodge is not too shabby either.
What is the composition of your league?
Posted: Mon Jan 15, 2007 10:19 pm
by TennBoy
honestly, if the blocker didn't already have guard, I would say the hell with the double roll and take guard. If he did, then ya by all means pick up side step.
Posted: Tue Jan 16, 2007 2:24 pm
by PubBowler
I can only echo Side-step and Diving Tackle. I haven't regretted either. And you can always to give Stand Firm after to complete the annoyance.
Posted: Tue Jan 16, 2007 5:15 pm
by kano
I would definitely not ignore the doubles roll and take dodge or sidestep with the roll. Combined with the guard and tackle, can be very nasty. Cant be pushed to the side to make a hole, and then has to make a dodge roll to get by him. And has to burn a team RR if he fails because of Tackle. Guard is a skill that anyone on the team can take except the runners on a normal roll. Doubles rolls dont grow on trees, got to take them when you can get them.....

Posted: Tue Jan 16, 2007 6:18 pm
by Cramy
kano wrote:I would definitely not ignore the doubles roll and take dodge or sidestep with the roll. Combined with the guard and tackle, can be very nasty. Cant be pushed to the side to make a hole, and then has to make a dodge roll to get by him. And has to burn a team RR if he fails because of Tackle. Guard is a skill that anyone on the team can take except the runners on a normal roll. Doubles rolls dont grow on trees, got to take them when you can get them.....

Well, take the double only when useful.
On a Dwarf Blocker though, I'd take it, and take Side Step. Give him guard after. You will not regret it.
Posted: Tue Jan 16, 2007 7:50 pm
by skatingtortoise
hmm composition, well only 4 regular player including myself, so active teams: my dwarfs, 2x dark elf, Orc, skaven and chaos. goblins and imps coached by me (to help new guys get on their feet) and not so active lizardmen, necromantic, and inactive humans, chaos and skaven
i used to have elves, but decided to retire due to a)injuries and b) wanting something to hurt the dark elf teams, who are running away with the league.
after playing lots of elf and human temas, i must say i enjoy ripping opponents to shreds with dwarfs, who require quite different tactics to play against than other teams.
back on topic, i do like the idea of sidestep, and mixing it with dodge and diving tackle (if i get that many doubles) sounds effective.
what i think i'll go for is first two doubles=diving tackle, as having only one seems a bit pointless. then alternate between sidestep and dodge.
anything inbetween is lots of guard, mighty blow, and stand firm =D
Posted: Tue Jan 16, 2007 10:14 pm
by kano
If you really want to hurt the elves, take Mighty Blow with your first skill, and then Piling On for the 2nd skill. That is once you have a bunch of guys with Guard.......

Posted: Thu Jan 18, 2007 11:34 am
by Robotorz
Again: Why would you consider anything that puts a dwarf down?
For me playing dwarfs largley depends on having more players on the field and standing than the opponent - this is why I would not take diving tackle or pilling on ever. Hurting is good, and those skills mentioned are decent but:
Dwarfs are a slow team, that gain their advantage from having block and tackle almost anywhere. So reducing the tacklezones, assists and whatsoever realy hurts your team.
For Chaos this might work having a pilling on Guy or some diving tackle spread over your team, but for dwarf I dont think so. Or at least I cant think of a way to use this to my advantage (o:
Posted: Thu Jan 18, 2007 12:39 pm
by browwnrob
MB + PO in LRB5 gives you a 83% chance (approx) of breaking AV7, so its quite likely you can do at least a stun. a few MB/Grab/Guard/PO longbeards and your opponents are in a world of pain. if you are lucky enough to have a double and then get Jumpup then you have an absolute monster!
If you are playing LRB5 id recommend Jump Up on the double roll, as it combats the one major weakness of Dwarves, low mobility. Its also useful as you might find yourself wrestled down more as teams will take more Wrestle if facing dwarves, leaving you free to roam in your next turn
When I manage to finish a game with my dwarves and roll a double... Ill take Jump Up on LB
Posted: Fri Jan 19, 2007 11:36 am
by Geoff Watson
For the very similar Chaos Dwarf Blocker, are the mutations worth taking on doubles?
Geoff.
Posted: Fri Jan 19, 2007 12:38 pm
by Joemanji
Geoff Watson wrote:For the very similar Chaos Dwarf Blocker, are the mutations worth taking on doubles?
Geoff.
Maybe not in bulk, but one guy with Claw + MB + PO can be a killer, and two is nasty. Other than that Guard is still priority #1, but a sprinkling of Disturbing Presence for 2nd or 3rd skills never hurts.
Posted: Fri Jan 19, 2007 1:31 pm
by TennBoy
I still can't figure why they gave CD mutations. They didn't need them to be competitive.
Posted: Fri Jan 19, 2007 2:00 pm
by skatingtortoise
in response to having dwarfs on the floor, i can see how piling on a nd wrestle would put you in a bad position, but diving tackle + tackle runs a good chance of taking down any runner, which means a turnover. also that last ditch tackle can be the difference betwene winning and losing (at least in my experience)
also with DT, you dont have to use it for it to be useful. make sure your opponent knows where he is, and he'll either become another player the opponent has to get rid of, or someone he avoids, meaning you can dictate play.