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Dwarves and money
Posted: Sun Feb 10, 2008 10:22 am
by Gap
Hi !
I'm currently playing a dwarf team in a short league (9 players, 8 games each, and most probably no finals, though that may change). We use the "bigger prize money for small leagues" optional rule. The league includes :
- dwarves (myself)
- chaos dwarves *W
- skavens *L
- humans *L
- dark elves *W
- amazons
- undead
- humans
- high elves
After 4 games (marked with asterisks), I'm left with 160k to spend on the following team of 12 players :
- Runner, Dodge
- Slayer, MB
- Slayer
- Blitzer, +AG
- Blitzer
- Blocker, Guard
- Blocker, +1F
- Blocker
- Blocker
- Blocker
- Blocker
- Blocker
(3RR, 3FF, 1AC, 1CL, 1Apo)
Now my question is : how should I spend the 160k ? My friends encourage me to buy the deathroller, but I think that money would be better spent on a Re-Roll, and then either keeping 80k in the bank (thus keeping a lower TV) or getting an extra blocker.
I don't think I need another runner, as the 4AG Blitzer can take care of ball handling when the runner is off the pitch, but I feel that having a second replacement blocker wouldn't hurt. In case you consider this important, please note that my next match will be against amazons (not making a brilliant season so far).
Any suggestions as to the deathroller issue ? Thanks !
Posted: Sun Feb 10, 2008 10:38 am
by Xeterog
buy a 2nd runner.
then either another RR or keep the money for emergencies (since treasury doesn't count towards TV, it does not hurt your team to have some savings).
The DR is a fun piece, but it really isn't worth the TV hit since it only plays one drive (even if you can stretch it out for most of the half).
But having only one runner on your team is a liability. even if you just keep him in reserves, he'll serve as a back up for when your current runner gets knocked out of the game.
Dwarves don't have alot of agililty...if you rely only on your agilty 4 blizter, you'll be in trouble when he is taken out of the game.
Recently, my high TV dwarf team in the MBBL end a game where both blitzers were SI'd for the next game, and one of my Runners had been killed...if I hadn't had the 2nd runner, I'd have been in dire straights for the next game ball handling wise. I even hired a merc runner for that next game just for a back up (he only played in the 2nd half due to injuries bringing me down to 11 guys).
IMO, you really, desperately need the 2nd runner above and beyond any other thing you could buy at this point.
Two of the biggest weaknesses of the dwarven team is their slow speed and their lack of agiliy. The 2nd runner addresses both of these weaknesses.
Posted: Sun Feb 10, 2008 4:17 pm
by Grogmir
I like the Deathroller (but it should be mandotory that all UK bases players call him Dred Fibnar.

)
but as Gortex says he aint really worth it.
I woudl also by the runner, your blitzer can do so much better things than carry the ball!
Also I would pick up at least one more Ass.coach and Cheerleader.
The next game against asmazons should be a cake walk. Concentrate on getting SPP's as your a bit short at the moment and you're in a good position with a hopefully 3 - 0 - 2 record with three to play.
Grog.
Re: Dwarves and money
Posted: Sun Feb 10, 2008 6:13 pm
by landrover
Gap wrote:Hi !
I'm currently playing a dwarf team in a short league
What, they're ALL dwarves??

Posted: Sun Feb 10, 2008 9:36 pm
by Gap
Thanks for the advice, everybody. Guess I'll go with the second carrier after all.

Posted: Sun Feb 10, 2008 11:15 pm
by mattgslater
Good call. Runners are very useful on offense and good enough on defense, and having 3 scoring threats opens you up in all kinds of crazy ways. Now or later you can buy one more RR if you want (4 is borderline excessive, but they're cheap), then sit on all money (except to replace losses man-for-man) until everybody's giving you 100k inducements and you have 200k to spare (Deathroller plus replacement player if necessary). At that point, buy a Deathroller, and you're done.
Posted: Mon Feb 11, 2008 3:00 pm
by PubBowler
I agree with Runner & Reroll.
I disagree about not wanting the Deathroller but I'd get those things first. But I'd only want 13 players so if you wanted the DR then ditch a blocker.
And don't underestimate Amazons. It should be an easier game for you than some other sides but they're still fast and developed well can cause you problems.
Or at least with Geoff playing them they seem to...
Posted: Mon Feb 11, 2008 3:16 pm
by FischerKing
I would take a rr first, 12 players is enough on a dwarf team on this stage and its pretty unlikely that you will get below 11 against a semi-rookie amazon team. If you play well, he doesnt need to get a hit on your runner at all and the risk of loosing him is thus very low. Its good enough to field an extra longbeard against amazons, two runners arent really needed. A rr on the other hand is allways usefull and may be a game winner. After the game you will probably be able to buy the second runner.
Posted: Mon Feb 11, 2008 6:15 pm
by Gap
Well, I can afford both anyway

(160k in the treasury)
Posted: Mon Feb 11, 2008 8:35 pm
by wesleytj
'Zons will have tons of trouble against you, too. Their gimmick is that they all have dodge, and unfortunately for them, you have a LOT of tackle. So they're left as being slow, fragile humans.
Happy hunting!

Posted: Mon Feb 11, 2008 8:55 pm
by Kheldar
I would also buy the runner and the rr. You may keep the runner out, but you have another man, that can help if needed. The 4th reroll gives you more posibilities to even reroll pushes if necesarry.
Posted: Tue Feb 12, 2008 12:53 am
by mattgslater
4 Re-Rolls is a bit of overkill. See if you can figure out your next opponent's TV before you decide on that.
OTOH, 4 ball-carriers is a major step up. 13 players, 11 with Block and 9 with AV9... you'll never be shorthanded, and you can foul with impunity.
So I'd buy the Runner for sure, and either hold on for another game or buy the RR now: I think holding off until you know you can replace losses might be safer, but I also don't think it makes a huge diff.
Posted: Fri Feb 15, 2008 10:06 am
by DoubleSkulls
I think the 4th reroll is good value. If you don't use many early on you can use them for rerolling pushes on blocks or "unnecessary" 1 or 2 dice againsts.
The games when you need the extra reroll are the ones that are going badly... so it helps when you need it most.
Posted: Fri Feb 15, 2008 8:42 pm
by stormmaster1
with dwarfs i rerolls don't put up TV that much so having too many doesn't have many negatives. It's nice then to be able to blow some on risky 1D blocks or half blocks, and pushbacks.
Posted: Sat Feb 16, 2008 7:00 pm
by Drool_bucket
reroll and runner without a doubt.
While handling the ball can be down with just the AG4 Blitzer, runner with the other Blitzer as back up... its defense where you need the other runner.
One runner is a poor safety. He's slow and not too threatening without Block or Tackle.
Two runners can cover a lot more ground, and you can develop both of them into reasonable safeties. Wrestle is interesting, but since runners gooble up SPP, I usually do the Block, Tackle on one, Block, Strip Ball on the other.
Dwarfs are about redundancy, IMO.