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5th skill for a Chaos Dwarf Blocker

Posted: Thu Oct 18, 2007 10:36 am
by Joemanji
Djordan The Disobedient has the following profile:

4 3 1 9 Block, Tackle, TS, Guard, Mighty Blow, Claw, -1 AG, Piling On

And looks set to get a 5th Improvement roll at the end of my current game (touch wood). Any suggestions as to what I should give him? It's PBeM so I don't know the exact roll yet.

Cheers :D
Joe

Posted: Thu Oct 18, 2007 10:48 am
by stashman
On a Double: Side Step

Normal: Stand Firm or Frenzy

Posted: Thu Oct 18, 2007 10:51 am
by Bucket-Head
Normal Roll:

Pro: You could re-roll some failed two dice block (skull-push as an example)

Frenzy: More blocks, more deads. Usefull if you have others dwarves with guard.

Stand Firm: With all this killing potential... you wouldn´t be pushed away from your prey...

Break Tacke: Yoy will dodge as an AG 3 player (and your dwarf have AG1!)

Grab: Usefull in the tackle line...

Doubles:

Side Step.

Pray for a+1ST and drop a +1 AG...

Posted: Thu Oct 18, 2007 10:53 am
by Aksho
...like stashman said. I would prefer Stand Form over Frenzy just because he ist more likely to be in a bad spot of beeing blitzed or fouled after a second Block. Just use him as a perfekt Guard/StandFirm killer maschine on the LOS :D

mfg Bernd

Posted: Thu Oct 18, 2007 11:05 am
by lauth81
I don´t know the rest of the team or the type of opponents you´ll face, but maybe you should consider dauntless. Good against opponents STR 4 and more players, esp. with claws, MB and PO already.

Other skills I would consider (given the necessary roll):

Frenzy
Diving Tackle
Grab
Side Step
Disturbing Presence

Posted: Thu Oct 18, 2007 5:57 pm
by Joemanji
I took Pro in the end, though Stand Firm was helpful. I've had a lot of use from Pro with other such big-hitters. For me it always seems to work more on blocks than AG rolls. :wink:

Posted: Thu Oct 18, 2007 6:00 pm
by fen
Yeah, Proing a result which has a pushback or both down (vs a player with Block) is a great way to use the skill.

Plus you get to reroll two dice instead of one, so there's a lot less chance of the reroll failing.

Posted: Fri Oct 19, 2007 12:05 pm
by Funksultan
Ugh, I don't like pro on regular guys. To me, you're tempted to use it when you have the dreaded double skull, and then you're taking the chance that the pro roll is gonna fail. :( He's a reliable blocker, so you're probably using him high in your turn order, which makes the turnover on a failed pro that much more dangerous.

Now on a big guy? I think pro is awesome. Sure, it's the same issue, but they were gonna have to make a 4+ to use a team roll anyway, so it's no loss there.

I'm a frenzy fan, although with guard, stand firm is a big helper too.

D

Posted: Fri Oct 19, 2007 2:51 pm
by stormmaster1
On regular blockers i've taken it a few times. If you NEED to re-roll the result you use a team re-roll, but if you would otherwise take the turnover and keep a re-roll it is useful. Problem i had was turning re-rolled double pushbacks into double skulls!

Posted: Fri Oct 19, 2007 3:55 pm
by mattgslater
He's never going up again, right?

In that case, Stand Firm or Grab.

Guard/Grab is the rich man's Pro. You roll a push, and instead of having a 50/50 for an un-re-rollable second shot, you have a 100% shot at another block with another player. It costs you an action and you're less likely to get a Cas with a schmoe than with an MB/Claw/PO monster, but since schmoes get Block and Tackle too it's as successful as any (2d) block in knockdown terms. It can be re-rolled, it has no 50% chance of not happening, and if the schmoe's block yields you SPP, they might actually do you some good. It's also good against Side Steppin' teams that can make it very tricky to advance a cage and synergizes very well with lots of Guard.

Posted: Fri Oct 19, 2007 4:01 pm
by mattgslater
What does the team look like otherwise? How do you set this guy up on D?

Posted: Fri Oct 19, 2007 4:43 pm
by datalorex
You need something to take advantage of Tackle, MB, Claws, and PO. The only thing left is Pro or Frenzy. Frenzy is not the best combo with guard though. I would go Pro.

Posted: Fri Oct 19, 2007 5:30 pm
by Jural
Pro was a good choice, I probably would have chosen Stand Firm, but Pro was fine.

Dauntless has it's places, but with a wall of guard it's not that necessary. Also, I like Frenzy, but with a strength 3 piece relying on guard, too often the second block is very risky :(

Finally, on a doubles roll, it's fun to consider what to take. I like loading my Chaos Dwarves up with Pre-hensile tail or tentacles... but I think the best bet would have been side-step.

Posted: Fri Oct 19, 2007 11:50 pm
by datalorex
Jural wrote:Pro was a good choice, I probably would have chosen Stand Firm, but Pro was fine.

Dauntless has it's places, but with a wall of guard it's not that necessary. Also, I like Frenzy, but with a strength 3 piece relying on guard, too often the second block is very risky :(

Finally, on a doubles roll, it's fun to consider what to take. I like loading my Chaos Dwarves up with Pre-hensile tail or tentacles... but I think the best bet would have been side-step.
I love Tentacles on my Beast of Nurgle, but I wouldn't take it on a ST 3 player. PT is much better in that case. PT ends turns, but Tentacles doesn't. On a ST4 player, it's a much harder choice though.

Posted: Sat Oct 20, 2007 5:36 am
by Jural
datalorex wrote: I love Tentacles on my Beast of Nurgle, but I wouldn't take it on a ST 3 player. PT is much better in that case. PT ends turns, but Tentacles doesn't. On a ST4 player, it's a much harder choice though.
99% agree, but with so much potential to wreak havoc (MB, Claw, Piling On), keeping a player upright and in your tackle zone might be a better bet. But yeah, I'd probably go PT as well.