Dwarf Runner and Slayer Doubles Advice?

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Warpstone
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Dwarf Runner and Slayer Doubles Advice?

Post by Warpstone »

Okey doke, Dwarf skill advice appreciated:

I rolled doubles for both a Runner with blodge and a Slayer with MB.

What would Nuffle do? (Besides screw me, of course) :wink:

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Post by Xeterog »

-edit..just saw that you runner has dodge already.hmmm. You could ignore it and get a passing or general skill (tackle, leader, pass, accurate, kick, etc). If you must 'use' the double, consider Sprint or Sure Feet, or Guard or Strong arm (depends alot on how you use the runner)



Slayer..hmm. Possibly jump-up or sidestep. But I'd even consider dodge as well.

--my thinking on dodge: Most non-Dwarf/Chaos Dwarf teams do not have a ton of tackle. Yes, most have at least one or two 'specialists' with tackle, but until you get very high in TV, you don't see alot of tackle on non-dwarf teams. Some individual coaches take alot of tackle, but in general, you normally don't see more than a couple on a team.

Dodge helps not only with dodging away from threats, but keeps you standing more often on blocks. Giving a Slayer Dodge, gets him the coveted Blodge combo and makes him that much harder to bring down--and gives him a 75% chance of dodging away so he can blitz a juicier target. Facing a team with few tacklers, they probably won't waste their 'tackle' resource on your slayer, going for your runner instead. Now, this won't always be the case, as Slayers are a high priority target even if they don't have the ball...but it will save your slayer enough to be worth taking the skill (most of the time!--there is always the POW on the 1st block of the next game that will kill him....)

Side-step can make the slayer annoying--basically replacing stand firm in your skill progression.

Jump-up increases his speed (move a full rate even if starting prone), and still gives a decent chance of blocking an adjacent player if you start the turn prone.

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Post by rodders »

GorTex wrote:Runner--Dodge...dodge...dodge...dodge. I'd think heavily about taking dodge for your runner.
Warpstone wrote: rolled doubles for both a Runner withblodgeand a slayer with MB

maybe side step or just ignore the double if theres nothing that stands out for you

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Post by dwarfrunner »

For both of them, Jump up, side step, sure feet and even sprint would be extremely effective. Anything that helps their movement is always good. Sure feet on a troll-slayer is helpful if your like me and always miscount squares and end up going for it all the time.

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Post by Warpstone »

Thanks for the pointers guys. The runner already has block and dodge, so I'm considering another AG skill for him to make him more annoying: Jump Up or (gulp) Leap were my initial ideas.

For the Slayer... I'm really stumped. Aside from Gortex's rationale for dodge (making him a blodging slayer, plus I have no hangups about AG2 dodging), I can't think of a more useful skill to apply to my gameplan. My hunch is that jump up may not be useful for my slayer because I normally use him on the fringes and if gets knocked down, then he's usually too far away from where the ball ends up to make a play the next turn anyway.

I'm interested in trying Diving Tackle on atleast one of the two, though I guess it would be more useful on the Runner as I could then use him as a safety? Does that sound like a waste?

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Post by Xeterog »

one of the main weaknesses of the dwarven team is lack of speed. Purposely putting a player prone brings that speed way down. If you want a DT player, then I'd suggest getting jump up for them 1st, to lessen the effect of being prone from a Diving Tackle will have.

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Post by fen »

GorTex wrote:one of the main weaknesses of the dwarven team is lack of speed. Purposely putting a player prone brings that speed way down. If you want a DT player, then I'd suggest getting jump up for them 1st, to lessen the effect of being prone from a Diving Tackle will have.
I really don't understand this viewpoint. Causing a Turnover and knocking a player down is such a potent and powerful effect it's worth going prone for, even if you're MA4. The major strength it has is it forces opponents to thinking twice before they Dodge, but it also has the potency of being optional - you don't have to go prone with the player if it would drive a massive hole in your line.

So, honestly - I don't play Dwarfs so often, but I do have experience with Diving Tackle Nurgle Warriors in Elf heavy leagues - and as such I think it's wrong to suggest Jump Up first. It should be DT first JU Second.

The other major doubles choice is Side Step imo. It's really difficult to shove a side step player off the pitch, grab helps - but it not working with frenzy can make it a bit convuluted to get that crowd push. Having Side Step on a Troll Slayer lets them do the crowd push and then (normally) sit on the sidelines for a turn safe (obviously you don't do this if there is a grab blitzer waiting for the chance).

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Post by Grogmir »

I would get the Slayer Piling On.

The runner is more difficult – You haven’t developed him as a passer so I’ll assume you don’t use him that way, so that rules out my first thought of Strong Arm. Guard (can never have enough guard!) if you prefer a really tight game or Sprint/Sure Feet, would be strong options and finally Side Step is just SO annoying that that would be my choice in this case.

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Post by PubBowler »

I think the Diving Tackle debate has already been had on this forum so I won't dwell on that. (For the record, Diving Tackle belongs on your Blockers).

I prefer Side Step to Standfirm on Troll Slayers so that would be my pick.

I think Sure Feet on a Runner is golden, GFI's being the main way for Dwarf players to end up on the floor.

Excluding Diving Tackle of course...

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Post by voyagers_uk »

Your Runner is developing like mine did on his way to 100+spps


Side Step all the way. on thos odd occasions where you will finish one square short, the skill can put you over when they fail to knock over your blodginess

On the Slayer, I would be tempted to ignore as well and take Juggernaut or Guard.

or go Blodge!

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Post by stormmaster1 »

sure feet for the runner. You need more speed for when it's touch and go whether you can reach the endzone. My runners don't get blocked too ofter, so side step is of limited use. Other good skills for the runner are diving tackle (if you use a runner as a safety) or strong arm to develop a passing game.

For the slayer, i think side step is a waste of a double as stand firm will do the job just fine on his next skill. I'd go dodge or diving tackle (stop the pesky elves, rats and gobbos running off before you bash them).

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