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What skills are best for chaos dwarfs in league play?

Posted: Tue Jan 13, 2009 8:40 pm
by WYSiWYG
Guard is a now brainer first skill for a blocker, but thats about as far as I get.
What are good skills/double skills for hobgoblins? Bull centaurs?Minotaurs?
On a side note, my mino managed to roll +1 AG for his first skill. Do i take this , are am i better off with a normal skill? If so, wich one would be best? Thanks in advance guys!

Posted: Tue Jan 13, 2009 9:01 pm
by Jural
For your blockers, stand firm is awesome, so is mighty blow. ON doubles, claw, side step, diving tackle all work very well. It depends a lot upon league make up, but in a balanced league I try to:

1) Get 4 guard blockers.
2) Mix up stand firm and mighty blow for second skills
3) Sprinkle in some grab on later advances, once you have the core of guard established.

For hobgoblins, grab one or two with Sure Hands and one or Two with Kick-Off return. You want two or three to be competent ball handlers, making dodge a great doubles skill, like catch and pass.

With your remaining hobgoblins, make hunters. Wrestle, tackle, Side Step or Diving tackle on doubles.

For the minotaur, it's iffy whether you want the piece or not. He's expensive, and usually your bulls are better blitzers. And with AV 8 and Wild Animal, if the mino is not blitzing, he may get left out of the play. That being said, I ALWAYS take one. I think they are great fun.

Turn down +AG. Take +STR. I would say always take +MA on a 6+4.

Re

Posted: Wed Jan 14, 2009 10:07 am
by ulvardar
Juggernaut should be a no brainer for a mino, specially now that you can use horns even not moving before blocking in the blitz.


When doubles, block, of course (claw sounds great, but i would take block before claw).

Posted: Wed Jan 14, 2009 10:13 am
by pelle
I would opt for the +1AV, AV8 is most of the time not enough on a Mino, I've seen it before...

Posted: Wed Jan 14, 2009 11:04 am
by PubBowler
I would add Prehensile Tail (Beard?) for a good double choice for CDs.

Posted: Wed Jan 14, 2009 4:52 pm
by Decker_cky
If you have a mino wanting to stop dodgers, tentacles is the way to go. I'd take that as a possible second double choice on a CD team.

Posted: Thu Jan 15, 2009 12:07 am
by Craigtw
Chaos dwarves: guard, mighty blow, stand firm Doubles: claw, dodge, diving tackle, prenhensile tail, leader

Hobgoblins: sure hands, kick (the first two skills), block/wrestle, fend, kick off return, dirty player Doubles: dodge, sidestep, sneaky git

Bull Centaur: block, break tackle, mighty blow (in that order) frenzy Doubles: dodge, jump up,

Minotaur: juggernaut, stand firm, Doubles: block, claw/tentacle (depending on the other teams in the league)

Posted: Thu Jan 15, 2009 12:11 am
by Sherwin
Depends how you use your Minotaur. Consider Guard if he wades into the action with your Dwarves and makes lots of blocking moves. If you use him as a Blitz-Machine, then its all about Juggernaut.. although for a second skill (assuming you dont get a double), you might want to try Stand Firm in case he gets pushed off of the pitch during those plays in the widezones..

Posted: Thu Jan 15, 2009 4:53 am
by Smeborg
A ball carrying Bull Centaur is quite powerful.

Say: Break Tackle, Sure Hands, Kick-off Return, Juggernaut, Grab.

Able to punch through almost any line.

Hope this helps.

Posted: Thu Jan 15, 2009 5:18 am
by Andromidius
I'd say Kick-Off Return is a better skill for a Hobgoblin (or two). They can scoop up the ball, make a Quick Pass or Handoff to a Bull Centaur who's already near the LOS in a Wide Zone, and he can be off into the enemy's half immediately.

I'm unsure if Diving Tackle or Prehensile Tail is best for Blockers. The two are similar, and have their advantages. Personally I'd probably take Diving Tackle, since it's more effective and you only need to knock over one opponant to force a turnover anyway (and you don't have to use it until after your opponant rolls the dice...). Both synergy well with their starting skill Tackle.

Overall, I'd go for:

Bull Centaur #1 - Break Tackle, Sure Hands, Stand Firm, Dodge
Bull Centaur #2 - Juggernaut, Frenzy, Mighty Blow, Sidestep
1-2 Blockers (Line) - Guard, Mighty Blow, Claw
Blockers - Guard, Stand Firm, Diving Tackle
1-2 Hobgoblins - Sure Hands, Kick-Off Return, Pass
1 Hobgoblin - Kick, Wrestle, Guard
Hobgoblins - Wrestle, Tackle, Guard
Minotaur - Juggernaut, Stand Firm, Guard, Block

Boring, perhaps. But I imagine very effective.

~Andromidius

Posted: Thu Jan 15, 2009 6:40 am
by mattgslater
I don't like the idea of getting a dedicated BC ball-handler: 75% gives me the willies. I prefer to do my ball-carrying with Hobs, getting Hobs with SH and Block as fast as possible. For BCs, I tend to focus on skills to break holes and hold position, like Block, Stand Firm and Break Tackle (generally in that order). A Bull with Block and Stand Firm is the best cornerback you could ever ask for.

For Dwarfs, I'd get Guard on the first three, then Stand Firm on the next three. Guard guys get Mighty Blow second if I think I have a lot of games to play and Stand Firm second otherwise. Doubles yields Side Step if the player doesn't have Stand Firm, and either Claw or Diving Tackle if he does, depending on expected opposition. Essentially you're looking to build two ILBs, three linemen and one backup who can fill in at either position or play safety. Linemen can use Guard and Stand Firm, while ILBs can only use Stand Firm. Guard is the better skill. There's your dilemma. You could also get 4 Guard players and put one in at OLB (in front of/inside from the Bull Centaur, in the wide zone) using the Mino at the other OLB position.

Posted: Thu Jan 15, 2009 8:02 pm
by Smeborg
If you are going to do your ball handling with Hobgobs, I suggest Sure Hands, Kick-off Return are the appropriate first two skills. And you really need a pair of these guys in order to cover the whole backfield.

Hope this helps.

Posted: Thu Jan 15, 2009 10:13 pm
by SillySod
PubBowler wrote:I would add Prehensile Tail (Beard?) for a good double choice for CDs.
Why would you rather have a prehensile bear than (a) diving tackle? :)

Posted: Thu Jan 15, 2009 11:09 pm
by mattgslater
PT and DT both do well at discouraging. When PT works it leaves you standing. This is really potentially important if the opponent has a TRR, especially on a MA4 piece. I'd probably take DT over PT, but both are great for the same basic reason and both have their comparative advantages.

Posted: Thu Jan 15, 2009 11:50 pm
by grampyseer
It's a different choice, but here's how I went with my bull centaurs.

#1. Block, break tackle, mighty blow.
#2, Juggernaut, Frenzy, block.

#2 Is an amazing crowd pusher, #2 spends most of his time marking, then leaving at will with BT to reinforce the cage.

I've found that they work very well together, and don't compete for the blitz too often.