Page 1 of 2

Doubles rolled for Claw, MB Chaos Dwarf

Posted: Thu Dec 06, 2007 10:06 pm
by Joemanji
#8 Bjarknar the Boisterous on my Chaos Dwarf team Hashutischoo has just rolled a doubles for his 3rd skill. I was planning to take Guard, as his lack of this has stuck out and caused me problems before now. But are there any other options that trump this now that I have rolled doubles (1,1)?

If it helps any, my next opponents are an Underworld Creepers team in the Dungeonbowl final.

Cheers
Joe

Posted: Thu Dec 06, 2007 10:17 pm
by tenwit
My first choice would be side step, but dodge is going to be recommended more than once. Disturbing presence will help lots.

Sprint would be the only other skill I'd consider. But side step is my vote.

Posted: Thu Dec 06, 2007 10:22 pm
by Meradanis
You already have 3x Guard, so it won't hurt to choose another skill.

Personally, I like Diving Tackle for Chaos Dwarves very much. Especially against an Underwold team, you can pin those Goblins with the evil combination of Tackle and Diving Tackle. And if they can't dodge away, you'll hurt them with your Block/Tackle/MB combo. Those AV7 stunties won't survive very long.

I don't think there's any mutation beside of Claws that is worth taking on a double for a CD. You could always go for Dodge, but that's so much out of style. Side Step could be an option if you were playing table top, but with the pbem tool, the skill isn't that strong.

To put it in a nutshell: I vote for Diving Tackle.

Posted: Thu Dec 06, 2007 10:33 pm
by ClayInfinity
What about Tentacles?

I know he's ST3 and hence due to the +1 bonus in LRB5 not as effective, but still wouldnt you prefer to have an opponent trapped rather than on the ground via Diving Tackle?

If the dodger beats the tentacles, you have the tackle skill that may help... otherwise, you have a entangled victim ready to be clawed to death!

Posted: Thu Dec 06, 2007 10:43 pm
by Meradanis
ClayInfinity wrote:What about Tentacles?

I know he's ST3 and hence due to the +1 bonus in LRB5 not as effective, but still wouldnt you prefer to have an opponent trapped rather than on the ground via Diving Tackle?
When the victim is on the ground, you made an armour roll and it's a turnover for your opponent. What else could you wish for ? :)

And as you said, they're not very effective for a ST3 player, most times not even for ST4.

Posted: Thu Dec 06, 2007 10:55 pm
by tenwit
I've never played the pbem, so side step might well be less good there. DT rules, but the DT+tackle combo doesn't have to be on the same player: if you put DT on a hobgoblin then your CD doesn't have to sacrifice 75% of his movement to cause a turnover (though it's still a good trade...).

Speaking of MA4 though.. jump up is nice.

Posted: Thu Dec 06, 2007 11:40 pm
by Meradanis
Yes, Jump up is nice. But without AG3, it's only reliable for saving movement, not for those blocks from prone.

The problem with side step on the pbem tool is oviously the fact the it would require an extra e-mail for every block against a side-step players. So the tool does pick the side-step square automatically, and while this works to some degree (it's more or less clever programmed) it's definately not the same as doing it manually.

Posted: Thu Dec 06, 2007 11:52 pm
by Joemanji
I decided to go for Disturbing Presence. Diving Tackle was tempting though, but in the end DP has the chance to swing crunch games in the future. Plus, I love the idea of mutating CDs ... :)

Posted: Thu Dec 06, 2007 11:53 pm
by fen
Jump Up if you plan to PO+Blitz with him a lot. Diving Tackle is also nice as is Prehensile tail, which may only be half as effective as DT, but it does stack (with itself and DT) while also allowing your player to remain on his feet. Foul App is also very nice.

Posted: Fri Dec 07, 2007 1:06 am
by tenwit
I'm guessing that DP has the advantage (on the pbem tool) that you never have to remember you have it? I've played against nurgles lots, and I don't think anyone ever remembered to invoke the power of DP... :evil:

Posted: Fri Dec 07, 2007 9:35 am
by sirsebstar
DP also stands for dirty player..mm. sweet how abrivatiosn cause trouble.
Disturbing presence IS nice.
Now to get it to work with pass block, if only it was enough to bring the player into DP range to be able to activate pass block.. sigh

Posted: Fri Dec 07, 2007 2:50 pm
by dwarfrunner
I would say Jump Up for this guy. With Claw+MB already, you want him as mobile as possible giving him more chance to hit other players, then with the next skill you could get Piling On. He would DESTROY teams!!!
I had Block+Claw+MB+Piling ON on a Chaos Warrior once, and he would inflict 3-4 CAS a game.

Posted: Sat Dec 08, 2007 11:02 am
by PubBowler
I'm late to the party but:

I agree with Diving Tackle, Jump Up, Foul Appearance & Disturbing Presence.

Posted: Sat Dec 08, 2007 6:13 pm
by Xeterog
I'd have gone with jump-up, allowing for Piling on at the 4th skill.

Posted: Sun Dec 09, 2007 10:39 am
by Joemanji
The team already has a Claw, MB, PO dwarf, which is one small reason why I didn't go down that route.