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Chaos dwarf tourney team at 1.1K
Posted: Sat Nov 08, 2008 5:04 pm
by Teluriel
Which chaos dwarf team would you build with 1.1K and taking into account following increases after a game
- Normal games: 1 chosen player and one random player skills up
- Once, after game 3: 1 random player normal and 1 random player a
double.
The good part is that i can skill up my BC as i want...(which skill ups would you take)...
Cheers guys
Posted: Sat Nov 08, 2008 5:08 pm
by Grumbledook
1 mino
1 bull
6 dwarfs
4 hobbo
3 rr
1 ff
1 cheer
1 coach
guard on all the dwarfs
if you can get a double, claw on the mino, otherwise i'd ignore the double if its random on someone else (though maybe guard a hobbo)
block on the centaur, if you can skill stack give him break tackle as well
if you are a lamer use him as the ball carrier too ;]
Posted: Sat Nov 08, 2008 5:27 pm
by Joemanji
2 Bulls
6 CDs
5 Hobgobs
3 re-rolls
1 cheerleader
Break Tackle on a Bull first, otherwise you are just paying 130K for what is essentially a Black Orc. The other one can get Block if you like. There aren't many worthwhile doubles unless you can stack, in which case Claw + MB is great on a CD. Otherwise Guard on the CDs and Block/Sure Hands on the hobs. If you did take a minotaur, Juggernaut would be a good pick, or Block a good double.
Posted: Sat Nov 08, 2008 5:40 pm
by Grumbledook
the minotaur is far more useful than a second centaur
mutation isn't a double roll? and joe had a good point break tackle before block on centaur, been a while since I took them to a tourny
at least the way I play ;]
Posted: Sat Nov 08, 2008 5:56 pm
by Magictobe
I am going to seem tournament.
Maybe play CD en then I would play
1 mino
2 bulls
6 dwarfs
3 hobgoblins
2 RR
1 Fan
Posted: Sat Nov 08, 2008 7:41 pm
by grampyseer
Don't you think only 2 RR's is a tad risky?
Posted: Sun Nov 09, 2008 12:03 am
by DoubleSkulls
Chaos Dwarf Minotaurs are S-GAPM access (Chaos's are SM-GAP)
I'm unconvinced that a mino is better than a BC (and worth 20k more) but I'm sure Grum can make it work since the difference is probably more than compensated for by a better fit with the individual playing style. I suspect you probably need a preference for a higher risk-higher reward game.
I just played a tournament where CDs came 1st & 2nd - both started with Joe's roster - although that was normal progression (with chosen MVPs) so not quite the same.
Posted: Sun Nov 09, 2008 12:25 am
by Grumbledook
the advantage the minotaur brings is the ability to make holes for a cage to move though
3 dice blitzes and the odd block is so useful specially with frenzy
the change to horns just helps that bit more as well and st5 is obviously an advantage over st4
I don't really see what the second bull brings over a mino
of course I used to play with a mino and no bulls in 1 mil tournies
hmm may be tempted to drop a hobbo and 1ff to get an apoth now that its useful again
Posted: Sun Nov 09, 2008 1:43 am
by DoubleSkulls
With a mino a 2 dice blitz has a 1/9 chance of turning over - with frenzy turns over about 20% of the time. Add in that 16.7% of the time you lose the blitz... means worse than a 1/3 chance of screwing up.
If you are doing that nearly every turn then obviously there are going to be problem - and loner will eat rerolls...
In contrast Bulls are reliable, fast and with Break Tackle, very mobile.
However I think the difference is pretty small. If the mino fits your playing style better then overall you would be better off with the mino than the bull - and vice versa.
Posted: Sun Nov 09, 2008 2:53 am
by Grumbledook
like i said should be doing 3 dice blitzes not 2 dice ;]
Posted: Sun Nov 09, 2008 4:33 am
by Andromidius
Minotaurs are decent in a league. You can take your time with them, skill them up, weigh the odds, and the lose of a game due to a failed Wild Animal or bad Frenzy result isn't the end of the world.
But in a tournament it can ruin your chances of coming high in the leaderboards. Any mistake, and loss, and you've lost points that you'll never get back.
So I say take the second Bull Centaur. Take Break Tackle on one, Sure Hands on the other, and Guard all the Blockers.
~Andromidius
Posted: Sun Nov 09, 2008 1:18 pm
by mattgslater
2 BC
6 Dwarf
4 Hobgoblin
1 Apo
3 RR
2 FF/AC/CL
Or
2 BC
6 Dwarf
5 Hobgoblin
3 RR
3 FF/AC/CL
I don't like Minos, but if you want one, upgrade a BC in the first roster.
Skill your Dwarfs and BCs first: Guard is first priority on a Dwarf, and you probably want three of those before diversifying into Stand Firm. Break Tackle and Wrestle for the BCs (BC ball-handlers are fool's gold). Should one of those random skill-ups hit a Hobgoblin, well, Sure Hands saves RRs, and Fend makes a good reserve corner.
Weird. In a league it's the Hobs who skill first, as they're the AG3 guys.
Posted: Sun Nov 09, 2008 3:33 pm
by besters
Magictobe wrote:I am going to seem tournament.
Maybe play CD en then I would play
1 mino
2 bulls
6 dwarfs
3 hobgoblins
2 RR
1 Fan
This is what I used at Spiky, seemed to work ok 3w 2d 1l
Besters
Posted: Sun Nov 09, 2008 4:14 pm
by mattgslater
3 Hobs and 2 RRs is very very scary, as it gives you serious ball-control issues. In that roster I'd drop the FF and a Dwarf (5 Dwarfs is ok if you have 2BC and a Mino) in favor of two more Hobs.
Posted: Mon Nov 10, 2008 4:13 pm
by Da_Great_MC
I've been using the 1x Mino - 2x Bull - 6x Dwarf - 3x Hob - 2x RR roster in many tournaments.
The general idea is to minimise the number of Hobgoblins on the pitch, since they are your weakest links.