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Got two Dwarf Runners skilling up, need some ideas

Posted: Sat Jun 06, 2009 1:37 pm
by zephard
Ok show the team first:

Troll Slayer 5 3 2 8 Block, Frenzy, Dauntless, Thick Skull, Mighty Blow, Jump Up
Troll Slayer 5 3 2 8 Block, Frenzy, Dauntless, Thick Skull, Mighty Blow, Juggernaut, Jump Up
Blitzer 5 3 3 9 Block, Thick Skull, Guard, Mighty Blow, Piling On
Blitzer 5 3 3 9 Block, Thick Skull, Mighty Blow, Piling On <New Skill>
Runner 6 3 3 8 Sure Hands, Thick Skull, Block, Kick-Off Return <New Skill>
Runner 7 3 3 8 Sure Hands, Thick Skull, Block, +1 MA, Tackle <New Skill>
Blocker 4 3 2 9 Block, Tackle, Thick Skull, Guard
Blocker 4 3 2 9 Block, Tackle, Thick Skull
Blocker 4 3 2 9 Block, Tackle, Thick Skull, Guard
Blocker 4 3 2 9 Block, Tackle, Thick Skull, Guard, Stand Firm, <New Skill>
Blocker 4 3 2 9 Block, Tackle, Thick Skull, Guard <New Skill>
Blocker 4 3 2 9 Block, Tackle, Thick Skull, Guard, Mighty Blow

Ok this is the MBBL so its a perpetual league with a good mix and no fixed schedule. This team made it to the Blood Bowl, and hence as they all get 5 SPPs I have the following getting skill ups at the end of the game.

My plans so far, the Slayers next skill be Stand Firm.
The Stand Firm Blocker will be getting Mighty Blow.
I was thinking the other Blocker between Mighty Blow and Stand Firm to have two of them. Though Mighty Blow speeds up the getting of skills.


Its the Blitzer and the 2 Runners I am really have questions about. Advice on all will be accepted, but its these I question the most.

Posted: Sat Jun 06, 2009 1:45 pm
by Digger Goreman
Power-trippin'.... :)

Posted: Sat Jun 06, 2009 3:55 pm
by mattgslater
I'd want a guy with Grab. Deal with SS'ers, threaten a one-turner (or at least a deep blitz), keep defenses deep so you can cage up wherever you want. Remember, if your oppo doesn't have any positioning skills, a Grab Blocker and a Slayer can combine to either allow an extra block two squares back or two extra blocks one square back, without any wasted actions to move and block up space.

I'd also want to spam the line with Stand Firm, if only to stop the same. Plus all the combo value with Guard.

Posted: Sat Jun 06, 2009 3:58 pm
by Andromidius
I'd probably go the classic route and get Guard on the Blitzer.

For the Runners, I'd probably take Fend on the +1MA one, and Pass or Accurate on the other (for more reliably quick passes to get into the cage).

And yeah, Mighty Blow and Stand Firm on the Blockers.

May not be very interesting, but my goodness what a powerhouse.

~Andromidius

Posted: Sat Jun 06, 2009 4:22 pm
by Grumbledook
piling on mighty blow blitzer

surely you want tackle to deal with low armour blodgers

I assume you blitz with him rather than longbeards

Posted: Tue Jun 09, 2009 8:13 pm
by zephard
Thank you all.

Why does everyone encourage Fend on the runners?
Not a skill I have used much.

I think Grumble, your right about the Tackle. It will give 2 of my more mobile guys Tackle. But I really thought about Guard, its so useful.

Posted: Tue Jun 09, 2009 8:41 pm
by mattgslater
Fend makes it harder to pressure a guy in the cage. With Block and SH, you really need to hit him with two dice to get credible pressure: all the Guard and Stand Firm available on this team make that a tall order. It's also good for forming the cage-front, because it stops follow-ups to put zones on the carrier, like a poor-man's Stand Firm. This way, this guy can do Blitzer duty when the situation requires.