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LRB 5 chaos dwarf

Posted: Fri Sep 14, 2007 1:02 am
by grampyseer
In the sticky, there's two 1 million builds.
Option 1.) 5 blockers, 5 hobgobs, 1 bull centaur, 4 re rolls.

option 2) 5 blockers, 4 hobgobs, 2 centaurs 3 re rolls.

Does anyone have any experience with CD? I play in a long term league, with a lot of TR 1750 already.

..omitting the minotaur seems obvious enough....should I dump a pricey re roll for the 2nd bull?

All ideas are welcome........even NAME ideas for the team :P

Posted: Fri Sep 14, 2007 1:39 am
by mattgslater
Only teams with no Block, no AG4 and no passing game really need 4 Re-Rolls (not that 4 can't be a good thing, but you don't need them). I think 3 RRs are needed for Chaos Dwarfs, but if you're the only expansion team, you only need to buy two. Extra Training is a better deal for CDs than Mercenaries are, and if you'll be getting lots of inducements every game you can use that as an excuse to spend more starting gold on players.

You might want a reserve. 4 Hobbos won't be enough as they're AV7 and your only AG3 players. An Apothecary (paid-for, induced or both) is essential, as you have two players over 100k, and even if they are kind of tough, they don't start with Block and are not terribly easy to improve.

Posted: Fri Sep 14, 2007 1:46 am
by bouf
Go Option B

Forget thr Minotaur... He's unreliable and Low AV (get him when you have the Luxery)

As for names, I always liked the Black Mountain Powder Kegs!

I also like the Idea of building One Bull as a Runner...
(Sure Hands - Break Tackle - Block - DBBLS: Dodge or Dump Off)
and One as a Blitzer
(Block - Mighty Blow - Tackle - DBBLS:Jump Up)
But I've never tried it...

If you roll doubles on a Dwarf, Claws are good but so in Disturbing Pressemce... Do you want casualties or defence? Keep in mind that DP works even if you are on the ground... In a Perfect world, I'd have 2 DPs and then a claw or two... But it really depends on the dice!!!

P.S.: I hate Dice!

Posted: Fri Sep 14, 2007 1:47 am
by bouf
mattgslater wrote:An Apothecary (paid-for, induced or both) is essential
What he said!

Good call!

Posted: Fri Sep 14, 2007 12:06 pm
by iik0n
I started a new league just a couple of weeks ago with chaos dwarfs and this is my line -up

1 mino
6 blockers
5 hobgobs
3 RR

I played 2 games so far and now I have a an extra hobgob and won against ogres and a draw against Undead.

I am pretty happy how it is going so far.......next game is against vamps........shouldn't be that of a problem.....

Don't have an apo.......don't need it so far and I have 50K banked so if I need it I can always purchase it later.......now I'm just keeping me TV low to get those nice inducements..........

Greetz
daviD

Ps: Don't develop a centaur into a ball-handler.......Lots of ppl do it but is still difficult with an AG 2 type-a guy.......Thats why you have yer sneaky hobgobs......AG 3 makes him a potential better ball-carrier even with AV 7.....and if it gets a bit difficult to get through the opponents defence A dodge is a bigger certainty with the hobgob then with the centaur

juss my 2 cents.......

greetZ
daviD

Posted: Fri Sep 14, 2007 2:29 pm
by mattgslater
iik0n wrote:I started a new league just a couple of weeks ago with chaos dwarfs and this is my line -up

1 mino
6 blockers
5 hobgobs
3 RR
I quite like this. It keeps a reserve and has enough Hobbos. I think two BCs is huge, but if you're only going to have one, a Mino is even better. That Mino is AV8 and very expensive, and has a hard time getting Block, so you might want an Apothecary; a 50k investment can save you a 100k inducement. This will be an even bigger deal as the season goes on and your Hobgoblins start actually getting good.
Ps: Don't develop a centaur into a ball-handler.......Lots of ppl do it but is still difficult with an AG 2 type-a guy.......Thats why you have yer sneaky hobgobs......AG 3 makes him a potential better ball-carrier even with AV 7.....and if it gets a bit difficult to get through the opponents defence A dodge is a bigger certainty with the hobgob then with the centaur
I second that. It's good to have that MA, so when your BC gets two casualties you can run in a TD and get him Block, but don't make a habit of it; it'll end turns and cost re-rolls.

Posted: Fri Sep 14, 2007 3:34 pm
by falconeyed
Starting without BCs is not a good move. They are your primary ball winners. Most of CD offense / defense flows through them. You lose reliability and speed by not having them

I would also eschew the Minotaur entirely. If you must have him, wait until you've got the rest of your roster filled out and then add him at the end for comedy effect. If you have him early, even one failed WA roll could be a TD for your opponent.

Posted: Fri Sep 14, 2007 4:34 pm
by Aliboon
If I were you, I'd get an APO a.s.a.p., you may not have needed him yet, but you will do and sods law means it will be one of your better players who dies if you don't have him. He is worth giving away 50k in inducements (an induced one is worth 100k for comparison...)

Posted: Fri Sep 14, 2007 6:33 pm
by Buggrit
Glowworm recently started a CD team that he's had quite a bit of success with. Pain in the ass to play against, although that could just be because of the amount of inducements he's been getting against my orcs!! Morg a mino and 2 CD's on the pitch at the same time!!! eeeep

Posted: Fri Sep 14, 2007 8:47 pm
by Joemanji
Block and Break Tackle should be the first skills on any BC. They are core to everything the player does. After that, MB and Strip Ball are next in usefulness IMO. I don't like Sure Hands on them - at high TVs you defintely don't want your BCs to be ball handling. Rather, you'll need their ST at the front of the cage. You can't afford to have a ST 4 player hidden away. A hobgob can do that, and with AG3 do it better. BCs should generally only score on new teams as a way to build them up, usually against Elves or Humans where you can afford to have him off the LoS.

Posted: Fri Sep 14, 2007 9:17 pm
by stashman
6 x Chaos Dwarf
7 x Hobgoblin
4 x Rerolls
20K cash waiting to be spent on an apothecary.

Then work up the cash and get the bullcentaurs.

Posted: Fri Sep 14, 2007 9:43 pm
by mattgslater
I think that unless you've got some aesthetic reason not to field a Bull Centaur, you should start with two. BCs come off like a shot once they get that first improvement, so if you can get it to them early, you can make the rest of your players work better and improve faster.

Posted: Sat Sep 15, 2007 2:53 am
by grampyseer
good ideas all, I like the thought of starting with at least one bull centaur.
I was thinking I could start with only 11 on the roster. Thoughts?

Posted: Sat Sep 15, 2007 2:01 pm
by mattgslater
You can get away with 11, but if you do you will want to start with an Apothecary and be ready to buy at least one Hobgoblin as fast as you can. Reserves are only really a good deal for CDs because your "skill players" (if you can call them that) are so affordable and have crappy armor.

Posted: Sat Sep 15, 2007 5:09 pm
by PubBowler
[quote="mattgslater"]
You can get away with 11, but if you do you will want to start with an Apothecary and be ready to buy at least one Hobgoblin as fast as you can.
quote]

I disagree. Very few team want to start with more than 11 rostered players in a 100TV LRB5 league team.
Chaos Dwarfs are not one of them.

And I can't think of a Tier 1 team which wants to start with an apoth.