Chaos dwarf blocker rolls 4+4

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Punk_in_Drublic
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Chaos dwarf blocker rolls 4+4

Post by Punk_in_Drublic »

i just played a league match with my chaos dwarves team:

http://bloodbowl.krokodille.com/team.php?id=201&tid=

my str 4 cow rolled a regular skill up and break tackle is a no brainer. My 15spp hobgoblin died horribly to a thrown rock :(
I had a skill up on a guard dwarf, and I'm wondering about which skill to choose - side step, stad firm or mighty blow.

Thanks.

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Re: Chaos dwarf blocker rolls 4+4

Post by Magictobe »

The bull centaur is just to your own choice. There are lots of skills that you can take, decided by the road you want to go. Break tackle is a choice. Others are Sure hands, Block, Frenzy, ...

For the blocker. You have a double so can take other choices like CLAW. (mighty blow and stand firm are strength skills and they can take those on normal rolls)
I would go for claw.

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Re: Chaos dwarf blocker rolls 4+4

Post by mattgslater »

Best double on a CDB? Claw.

Best double on a Guard Blocker? Side Step.

Can't go wrong with either.

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: Chaos dwarf blocker rolls 4+4

Post by Ullis »

Claw for me too. At 31 SPP's he's pretty much complete with MB. Though Stand Firm will be a great 4th skill.

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Re: Chaos dwarf blocker rolls 4+4

Post by VMan »

Claw would be my favourite too. The combination with MB is to good to let is pass. After that Dauntless or PO. Let's hunt the Big Ones!

An outside chance is Dodge, so that he is harder to knock over.

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Be a man... TAKE THE SKULL!!!

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Re: Chaos dwarf blocker rolls 4+4

Post by Punk_in_Drublic »

Yeah, forgot to mention claw, and here's the reason. What I was initially looking for, was to have two killers dwarves and four guarders. I already have one killer, and still have two chaos dwarves with a first skill pending, and I guess I was focussing on this one dwarf to be a guarder, thinking that I'd pick skills that works in synergy with guard (except MB).

But hey - in the end I hope many of them will end up with guard, MB and claw anyway. Just that for a guard piece, it's hard to pass up side step, the mighty blow helps him racking up skill points vs every team, just not the armoured guys, and stand firm, well, it's stand firm.

In the end, I guess another sprinkling of claw won't hurt. Me.

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Re: Chaos dwarf blocker rolls 4+4

Post by Smurf »

Jump up...

Big Hand.

Jump means declare block from prone on a 3+

Big hand pick up ball on a 2+, for the Chaos stunties that has to be a bonus.

Disturbing Presence and foul appearance are also options.

I'd go with big hand. Having another ball handler isn't such a loss. Especially if you are fielding 6 CD, 2 BC, and 2 - 3 hg

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Re: Chaos dwarf blocker rolls 4+4

Post by mattgslater »

Uh, Big Hand would mean he can always pick up on a 4, not on a 2. He's also MA4. Don't do that. Jump Up has only a 2/3 chance of working on a block action. Don't do that either, though it's not nearly as bad.

Generally speaking, getting better at stuff you're not good at only works if you can get good at it all at once or if you have to do it even if you suck. If you can go from bad to mediocre at one aspect of the game or another, don't bother unless it's something you really have to do, then it's Job One — like SH on a Hobgoblin. But if you can expand your strategy with something (even something lesser) that's likely to work, maybe do that. Likewise if you find something unreliable that's a great value (like +AG on a Bull), maybe go for that. But Big Hand on a Chaos Dwarf is like, well, like Diving Catch on a Skelly.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: Chaos dwarf blocker rolls 4+4

Post by Smurf »

mattgslater wrote:Uh, Big Hand would mean he can always pick up on a 4, not on a 2. He's also MA4. Don't do that. Jump Up has only a 2/3 chance of working on a block action. Don't do that either, though it's not nearly as bad.

Generally speaking, getting better at stuff you're not good at only works if you can get good at it all at once or if you have to do it even if you suck. If you can go from bad to mediocre at one aspect of the game or another, don't bother unless it's something you really have to do, then it's Job One — like SH on a Hobgoblin. But if you can expand your strategy with something (even something lesser) that's likely to work, maybe do that. Likewise if you find something unreliable that's a great value (like +AG on a Bull), maybe go for that. But Big Hand on a Chaos Dwarf is like, well, like Diving Catch on a Skelly.
Good spot, I was wondering what the differences were between 5 and 6, we are about to swap over in the next month.

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Re: Chaos dwarf blocker rolls 4+4

Post by Blammaham »

I have a dodge gaurd guy that is worth his weight in gold and will be worth twice that once he gets his next skill (SF or SS)S.

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Re: Chaos dwarf blocker rolls 4+4

Post by stashman »

Smurf wrote:
Good spot, I was wondering what the differences were between 5 and 6, we are about to swap over in the next month.
LOL! Start learn 5 before switching to 6. It's the same 8)

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Re: Chaos dwarf blocker rolls 4+4

Post by Smurf »

Not many in our league go for the skill. Maybe it's a 4ed thing. Crap I'm going to have to read up on a few more skills. Noted many other changes (I thought I was doing ok).

In over 2 years we have had only 5 teams with Mutations. 3 Skaven, chaos and chaos dwarves.

Note to self... read 6th closely when league finishes and restarts.

Nevermind, blame the other coaches for not reading this stuff too.

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Re: Chaos dwarf blocker rolls 4+4

Post by mattgslater »

The idea of doubles-only superskills was kind of problematic. They did right to bring the M skills down to a more normal level. Big Hand is now a follow-up to Extra Arms and Sure Hands on a ball carrier.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: Chaos dwarf blocker rolls 4+4

Post by DoubleSkulls »

Claw is the way to go.

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Re: Chaos dwarf blocker rolls 4+4

Post by Smurf »

DoubleSkulls wrote:Claw is the way to go.
Yup... go for the slaughter, slash and hack 'em. At least that CDB gets to earn more points.

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