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Monkeybowl Dwarfs

Posted: Sun Mar 16, 2008 10:51 pm
by Zoglug
Well, im after some help and advice with using Dwarfs. Im not the best at the game, and have really struggled in the few games ive played using Dwarfs. Firstly, before i get onto tactics, i need to work out the skills im going to take. Below is what ive used so far in my 3 practice games.

2 x Slayers - 180k (Both with Stand Firm - 40k)
2 x Blitzers - 160k (Both with Tackle - 40k)
2 x Runners - 160k (Both with Kick Off Return - 20k)
6 x Linemen - 420k (1 With Guard, 2 with Grab - 60k)
4 x Rerolls - 160k
1 CL & 1 AC

The ruleset is great and i love the idea, but im really struggling to come up with what to use for my Dwarfs (so wish i was taking my Skaven to this event). Above, is the skills ive been using. Now i know 2 KOR is wrong (i had it in my head both got to move :D ) So what are peoples thoughts on them? What would you do differently?

Any advice would be great.

Cheers

Zog

Posted: Sun Mar 16, 2008 11:02 pm
by fire olli
2 x troll slayer (Both mighty blow)
2x blitzer (Both with guard)
3x lineman (both with guard)
runners, not sure how much you can spend but i would have block.

Posted: Sun Mar 16, 2008 11:09 pm
by Zoglug
only 160k to spend on skills. Mighty blow and Guard are both 40k skills so i coule only take 4 of them. Maybe thats an option just taking 4 guarders to get blocks flowing but im not to sure. Maybe i could give it a go.

Posted: Mon Mar 17, 2008 12:10 am
by polarbear
The Rule Set & other MonkeyBowl related stuff.

http://www.enos.ltd.uk/Downloads/Monkey08.pdf

No team may take more than two of the same skill. So four guarders is out!

Posted: Mon Mar 17, 2008 12:41 am
by polarbear
Multi- Block x 2 Linemen 20k
Piling on x 2 Linemen 20k
Grab x 2 Linemen 20k
K.o.r Runner 10k
Hail Mary Runner 20k
Jug. Slayer 20k
Guard Blitzer 40k
K.o.r Blitzer 10k

Comes in at 160k

Posted: Mon Mar 17, 2008 1:12 am
by thechosengobbo
I kinda like Polarbears suggestion. All except for the HMP runner (I just don't like it with anything other than elves, skaven, or teams with diving catch).

As for tactics, all I've seen dwarfs do effectively is caging. Having said that, they do that so effectively that they don't need much more.

As opposed to your skaven, who needed a couple of different tricks to be able to 4-1 my waterbowl goblins, as I recall :wink:

Posted: Mon Mar 17, 2008 10:26 am
by Zoglug
thechosengobbo wrote:As opposed to your skaven, who needed a couple of different tricks to be able to 4-1 my waterbowl goblins, as I recall :wink:
Nah, they dont need a couple of tricks......just 4 Gutter Runners :D

Ill give that skillset a try today as im playing Nethrag and his Nurgle again this afternoon. Last time i played him i lost 1-0. Ive also lost 2-1 to Barney the Lurker and his humans after conceeding a 1 turn touchdown (oh the shame!). Ive also managed to beat humans 2-1 but only because i near enough cleared the field.

My biggest problem is setups on the field. Im so used to playing as Skaven, and putting only 3 guys on the los. And on defence im crap! I can just never stop touchdowns being scored against me.

Cheers

Zog

Posted: Mon Mar 17, 2008 10:42 am
by fire olli
Well do the same as you would with you skaven, put 3 guys on the line and loads in the backfield. This should slow them down and with guys with tackle in the backfield the fast teams may think twice about dodging around.

Thing with dwaeves on defense is they are a little slow so you need to swarm the other team and keep them in there own half so you can kill them. Also get guys near the edge with slayers and smash them into the fans.

Posted: Mon Mar 17, 2008 11:54 am
by PubBowler
polarbear wrote:Multi- Block x 2 Linemen 20k
Piling on x 2 Linemen 20k
Grab x 2 Linemen 20k
K.o.r Runner 10k
Hail Mary Runner 20k
Jug. Slayer 20k
Guard Blitzer 40k
K.o.r Blitzer 10k

Comes in at 160k
Some of this I like, some of this I don't.

MultiBlock on ST3 guys when you don't have Guard is not a good idea.
It will be very hard work to even get 1dice blocks.

Piling On & Grab: nice choices in this ruleset. Not great but cheap.

HMP: Good on some teams but of limited utility on a Dwarf team even for last gasp defending.

Juggernaut & KOR are good in this skill set but I wouldn't take 2xKOR

For me (and I'm not taking Dwarfs) I'd go:

40k 2x Stand Firm Blockers
20k 2x Grab Blockers
20k Juggernaut Troll Slayer
10k Multiple Block Troll Slayer (threat as much as anything)
10k KOR Runner
20k Wrestle Runner

40k left and I'm torn between Pass Block on both Blitzers & 2x Piling On Blockers or 2 20k skills on the Blitzers (maybe Fend or Tackle) or GUard on 1 Blitzer.

I love the idea of a 12 skill Dwarf team!

Enjoy!

Posted: Mon Mar 17, 2008 10:22 pm
by polarbear
Pubbowler: Some of this I like, some of this I don't.

MultiBlock on ST3 guys when you don't have Guard is not a good idea.
It will be very hard work to even get 1dice blocks.

Piling On & Grab: nice choices in this ruleset. Not great but cheap.

HMP: Good on some teams but of limited utility on a Dwarf team even for last gasp defending.

Juggernaut & KOR are good in this skill set but I wouldn't take 2xKOR

MultiBlock: I'd half dice a ST5/6 player with a linemen. Push backs are fine as you can clear two opponents out the way & also next to team mates to maximise No. of Blocks per turn.

Grab: Also for positioning next to team mates & for clearing running lanes. Cancels side step rule aswell!

HMP: Throwing to any square on the field on a 2+ with RR will surely keep most opponents on the toes! its the beardiest skill in the game imho & he is playing dwarfs after all. :lol:

2 with KOR: Less likely to get caught flat footed on the Kick off. One at the back in the corner incase of deep kick & the other placed near the LOS on the other side for the sneaky short one!

Posted: Wed Mar 19, 2008 2:12 pm
by PubBowler
polarbear wrote: MultiBlock: I'd half dice a ST5/6 player with a linemen. Push backs are fine as you can clear two opponents out the way & also next to team mates to maximise No. of Blocks per turn.

Grab: Also for positioning next to team mates & for clearing running lanes. Cancels side step rule aswell!

HMP: Throwing to any square on the field on a 2+ with RR will surely keep most opponents on the toes! its the beardiest skill in the game imho & he is playing dwarfs after all. :lol:

2 with KOR: Less likely to get caught flat footed on the Kick off. One at the back in the corner incase of deep kick & the other placed near the LOS on the other side for the sneaky short one!
Half dicing is a fine tactic when you can do it one at a time and have the option of a reroll.
MB takes this away from you, you are committed to performing the second block even if the first one burns your reroll.

(I just looked back at the skill description and now I'm not sure if you must throw the second block. The first sentence says decide at the start of the block but the last sentence states it as an option that is open to you if you're still on your feet. So I could be wrong about the above).

I understand the use of the 2nd KOR (my league runners do this exactly) but 10k could get you skill which I think will have more use (not to mention I've got Wrestle on one Runner).

I don't see the advantage of HMP on offense. There are so few teams you outrun in a race for the loose ball.
On defense I think that spending 20k on a skill which is better than a pass to a square in only a small number of situations isn't worth it.

But everyone is free to disagree!