Chaos Dwarf Doubles

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Blammaham
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Chaos Dwarf Doubles

Post by Blammaham »

#14 Eric"Wrong"Wright who already sports a nifty Claw, has rolled another doubles. He is quite unsure as to what to take.

Disregard the doubles and take Mighty Blow or take a double skill like dodge or diving tackle or another mutation of some sort.

Please help Eric decide.

Here is Eric's team

http://thunderbowl.ca/tbsn/index.php?se ... eam_id=113

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Asariel
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Re: Chaos Dwarf Doubles

Post by Asariel »

Jump Up for the eventual Block, Tackle, Mb, Claw, Jump up, Piling on Monstrosity? Less useful on CDs than Chaos though perhaps.

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Re: Chaos Dwarf Doubles

Post by Grumbledook »

Dodge?!! madness

I cry at your lack of Guard, though he already has Claw so Mighty Blow is obviously nice. Two with Claw + MB is handy, though I'd have gone more Guard by now

so the two choices are Guard or MB, but I'd have taken Guard instead of Dodge already...

I see you have also made the criminal mistake of giving a centaur sure hands as well, if I was dead I'd be turning in my grave ;]

Only thing that can save this team is to sack the coach!

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Re: Chaos Dwarf Doubles

Post by Thadrin »

Sidestep would be sorely tempting.
Dodge is the boring choice.
I like the idea of Jump Up.
Mighty Blow is also a solid but boring choice.
Leader is never a bad shout for teams without passing access.

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Blammaham
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Re: Chaos Dwarf Doubles

Post by Blammaham »

Grumbledook wrote:Dodge?!! madness

I cry at your lack of Guard, though he already has Claw so Mighty Blow is obviously nice. Two with Claw + MB is handy, though I'd have gone more Guard by now

so the two choices are Guard or MB, but I'd have taken Guard instead of Dodge already...

I see you have also made the criminal mistake of giving a centaur sure hands as well, if I was dead I'd be turning in my grave ;]

Only thing that can save this team is to sack the coach!
Hahaha... Very Funny Grum, I like to carry the ball with the BC so that is why they both will have the SH. Different strokes for different folks. I like a fast mobile running back. I alternated Gaurd and MB early on, just to keep a few of the CD progressing SPP wise. I'll keep getting Gaurd, I agree I could use more but early on its a bit of a progression staller on all the CD I find. Dodge would help keep him on his feet a little more but I'm really leaning away from that as thing stand now.
Asariel wrote:Jump Up for the eventual Block, Tackle, Mb, Claw, Jump up, Piling on Monstrosity? Less useful on CDs than Chaos though perhaps.
Thats a really good suggeation.
Thadrin wrote:Sidestep would be sorely tempting.
Dodge is the boring choice.
I like the idea of Jump Up.
Mighty Blow is also a solid but boring choice.
Leader is never a bad shout for teams without passing access.
Its reallly down to JU or MB think, but your right about side step as many time he may not be hit due to that. I'm even more confused....so many great choices, good problem though.S.

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Re: Chaos Dwarf Doubles

Post by Coach »

Blammaham wrote:I like a fast mobile running back.
They only move one square further than a Hobgoblin but are hampered by AG2 compared to AG3. That makes them less mobile in my book.

It also means that you are missing the ST4 outside the cage where it is more useful. One of the best blitzers in the game should be used as such in my eyes.

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Re: Chaos Dwarf Doubles

Post by solarflare »

Since he already has claws, I would go with mighty blow.

If you're looking to go with sidestep, guard is one of the best skills to pair it with...

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Re: Chaos Dwarf Doubles

Post by cyagen »

I personnaly would take leader.

It saves you 40 000K and is placed on a AV9 guy that is going to be on the field anyway. The best use of the double, unless you take the boring Dodge.

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Re: Chaos Dwarf Doubles

Post by Blammaham »

Coach wrote:
Blammaham wrote:I like a fast mobile running back.
They only move one square further than a Hobgoblin but are hampered by AG2 compared to AG3. That makes them less mobile in my book.

It also means that you are missing the ST4 outside the cage where it is more useful. One of the best blitzers in the game should be used as such in my eyes.
I look at them as reliably going nine squares and a HG only going reliably six so that is what i mean from that point of veiw also as soon as BCs have break tackle they are much more likley to make the 2 up dodge than a HG in the way I play anyway. The way I see BCs is that they are Blitzers AND ball Carriers. Blizers on Defence and Ball Carriers on Offence. Thats just the way I like to play them also it helps againsed the leaping attack to have a ST 4 player carring the ball.S.

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Re: Chaos Dwarf Doubles

Post by SunDevil »

Back to the Chaos Dwarf in question...

JUMP UP!!! That eventual JU/PO/MiB/Claw casualty machine is too much to pass up! Plus, just getting up for 0 movement is tremendous on any Dwarf. Cake AND icing!

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Re: Chaos Dwarf Doubles

Post by Blammaham »

I ended up taking the MB, Boring but I couldn't resist taking a claw MB on either side of the pitch on D. Thanks for all the suggestions everyone.S.

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Re: Chaos Dwarf Doubles

Post by sunnyside »

Coach wrote: It also means that you are missing the ST4 outside the cage where it is more useful. One of the best blitzers in the game should be used as such in my eyes.

I'll second that. I tried using Ulfwerener as ball carriers on an Norse team. It would allow them to skill up much quicker and they also have the ability to use their strength, frenzy, and break tackle to get out of all sorts of situations. And the resistance to leapers.

However the problem with it was how much weaker I was on the rest of the field with what would be a potent positional stuck out of the action.

Granted centaurs are better ball carriers than Ulfs hands down. But the same principle of being weak elsewhere would seem to apply. Especially since there are so many potent skills availible to them to take instead of sure hands.

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Re: Chaos Dwarf Doubles

Post by Ullis »

I think Jump up would've been a mistake unless you're planning on playing the team for ever and ever as he needs buckets of SPP to get there. JU would've been an obvious choice IF he'd had MB and Piling On already, but taking it before Piling On is too much of a waste.

Furthermore, JU is a doubles skill and adds more TV and would've only benefited the team enough in that distant future after two more skills.

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Re: Chaos Dwarf Doubles

Post by Blammaham »

sunnyside wrote:
Coach wrote: It also means that you are missing the ST4 outside the cage where it is more useful. One of the best blitzers in the game should be used as such in my eyes.

I'll second that. I tried using Ulfwerener as ball carriers on an Norse team. It would allow them to skill up much quicker and they also have the ability to use their strength, frenzy, and break tackle to get out of all sorts of situations. And the resistance to leapers.

However the problem with it was how much weaker I was on the rest of the field with what would be a potent positional stuck out of the action.

Granted centaurs are better ball carriers than Ulfs hands down. But the same principle of being weak elsewhere would seem to apply. Especially since there are so many potent skills availible to them to take instead of sure hands.
The difference that I see is that the Norse have great runners. The Chaos Dwarfs do not have that luxury. Thats why I see the Bull Centaurs as having to do both jobs. I know that Hobgoblins can do the job but just not nearly as good in my book as the BC especialy as soon as they get Break tackle and block. It is a special Hobgoblin that can match a BC at that point. Do you loose a little on the outside? Yeah I can see that but like I said once some one gets through the box a ST4 guy burstin though the line for a reliable 9 squares has come in pretty handy especialy vs slow strong teams (orks).S.

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Re: Chaos Dwarf Doubles

Post by solarflare »

I typically use a Bull Centaur as my primary ball carrier and have been rather successful with it. I guess it all comes down to play style. You can make Chaos Dwarfs work either way...

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