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ST4 dodge dwarven blitzer... what to do... hmm ;)

Posted: Mon Oct 14, 2002 2:19 pm
by Mestari
Now that my dwarf team has a real team captain,

Zaram Rautakäsi
5 4 3 9 Block Dodge Thick Skull (16SPP)

I've been toying around with the idea of what to do with him...

Let him be the ultimate ball-carrier, surrounded by my Guards he's nearly impossible to bring down... or should I use him as the dodging and blitzing terror that clears up the path for the rest of the team?

Naturally I will use it to maximise his potential, not just one or the other...

But here's the part you can participate in:

Eventually he will (should Aulë let him live that long) acquire his next skill. Discussing the choice in advance might be beneficial...:

Doubles:
Stand firm is the obvious choice, or is it?

Skill:
Mighty blow - but on the other hand - maybe he's used for other purposes than simple maiming.
Guard - as one of the more mobile players he could move to lend those assists more easily
Tackle - the more the merrier?
Piling on - not really my style, but certainly effective
Other suggestions?

MA,AG,ST
All gleefully accepted - Even though 12 is a double, I wouldn't mind a ST5 dwarf on my team...

MA(5,5)
More movement or stand firm (or some other trait/skill)?

Posted: Mon Oct 14, 2002 3:27 pm
by cani
I haven't played a dwarf team yet, but here goes my recommendations:

Normal skill role:
Guard - The best skill in the game if you ask me.
Tackle - Quite good, but it's value really depends on what kind of teams you are facing.
Mighty Blow - always good, however it kind of limits him to offence
Piling on - Never place a block/dodge ST4 player on the ground on your own choice. With MA5 he is worthless the next round and he is an important player on your team.
Conclusion; I would choose guard as this makes him good on both offence and defence.

Double skill role:
Stand firm - Good skill. Now you can try those dodges with him without worrying.
Conclusion; I would choose between Stand Firm or Side Step. I am a big fan of side step as this (when you get blocked) can really upset your opponents game plan as you choose where he is pushed to (remember with dodge/block he will likely still be standing).

MA, ST, and AG increase:
All very welcome.

MA (5,5):
Take the extra move. The difference between MA5 and MA6 is huge as he suddenly can intercept a lot more players from other races (many of who have MA6).

Posted: Mon Oct 14, 2002 3:58 pm
by Piepgrass
I would consider Leap on a double. With the ag 0f 3 and a TRR he is a real treath to caged ballhandlers

Poul

Posted: Mon Oct 14, 2002 4:21 pm
by voyagers_uk
As he is the Captain he should lead the line.

I have a player who has developed along identical lines and recently passed 16 Spps. I gave him Guard and he now commands the centre of the LOS with two guard/stand firm long beards on either side of him. I wanted an AG upgrade but took Guard on the normal roll.

His next skill will be

Doubles: Dodge or Stand firm or Dauntless( to be followed by Frenzy)

Normal: Strip Ball or Mighty Blow.

He is the Rock at the centre of my defence and a wing wizard supporting my Trollslayers on Offence.

truly captain fantastic

Posted: Mon Oct 14, 2002 4:51 pm
by Mestari
If only this would still be third ed, and he'd get doubles next... diving tackle... would he be annoying or what?

I really don't know about Leap... I consider both Stand Firm and Side Step superior to it on AG3... Still, a very interesting suggestion. I can imagine the horror on my opponents face when he sees the dwarf flying over his players to nail the ball-carrier.
But probably I'll try to get AG4 first...

I'll have to remember Strip ball, although I prefer Tackle over it. Especially with dwarves it's hard to pick up the ball in TZ's, so I rather increase the odds of bringing someone down instead of making sure he drops the ball.

I'm really tempted to go MB on a normal skill roll. Having somebody to go hunt those target players without needing an assist would be nice...

Posted: Mon Oct 14, 2002 6:12 pm
by sean newboy
Doubles - Stand firm

Normal - Strip Ball or Guard or Sure Hands

Stats - Take the stat

Posted: Mon Oct 14, 2002 7:34 pm
by Zombie
I would specialize this player as a ball carrier and give him sure hands next to make sure he hangs onto the ball. Stand firm on a double without question.