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Need help for dwarven offense

Posted: Wed Apr 16, 2003 12:27 pm
by Fronko
Hi folks!

While the first few games seemed to be going quite well, now as all the other teams catch up with skills (esp. block), my dwarf team seems to be getting more and more trouble. Usually I manage quite well on defense, all that tackle/guard sure works quite well for that. My problem is offense.

I just can't seem to get the cage rolling. My opponent (actually all of them do it rather similarly) usually sets up something like this:

+- -- -+-- --- --+- -- -+
| - -- -|-- ooo --|- -- - |
| -oo -|oo --- oo|- oo -|
|- -- - |- -- - -- -| - -- - |

Of course, this varies with each team, and everyone has different positions on the field, but the general setup looks like that.

So, they usually have all their players in the first two or three rows. The only chance to break a hole, where I can run through without passing tackle zones is on the very outside.

I have huge problems adressing that kind of defense. I can't blitz the outside and from a cage (half) behind their lines, because of lack of movement. Smashing through the middleseems like no option, as it is to tightly packed with opponent players. My only chance appears to be to move up that on square to get in touch with their line and form some kind of cage, or pocket there. But it seems as if that would not grant me enough movemtent to reach the endzone in time (ok, might work if I have 8 turns, but what if I need to make a TD in four?).

So, what would you suggest is a viable tactic?

Team Roster:

Blitzer - Block, Guard
Blitzer - Block, Pass Block
Runner - Dodge, Sure Hands, Acc., Strong Arm
Runner - Block, Sure Hands, +AG, +MA
Slayer - Block, Dauntless, Frenzy, MultiBlock
Slayer - Block, Dodge, Dauntless, Frenzy, Tackle

LB - Block, Tackle, Guard
LB - Block, Tackle, Guard
LB - Block, Tackle, Guard
LB - Block, Tackle
LB - Block, Tackle, MB, +ST
LB - Block, Tackle, MB

Ogre - MB, +ST

3 RR, 2 FF (was 6 once :( )

Posted: Wed Apr 16, 2003 12:41 pm
by Redfang
What works for me is to move forward close to the sidelines, using a Guard (blitzer) and Troll Slayer to blitz people of the sidelines. That way you give them the choice to either leave a hole or loose players for the drive.
This alone, unfortunately is not enough, and people often learn how to defend against it.

Another good move is to have a few Dwarfs inconspicuously (is that written correctly?) moving somewhere to the side of your cage and then use your runners high MV (of 6) together with these Dwarfs to suddenly build up a new cage in an unexpected place (this occasionally might work)

In the end you'll often end up in a game of grinding down the opposition, moving forward a few paces when possible, until you are within reach of the endzone. Then make a hole and run through

Most important lesson from all the bullshit above: Improvise and block as much as possible

R

Posted: Wed Apr 16, 2003 1:11 pm
by DoubleSkulls
Why are you trying to make a hole in his line? Really why? You are rarely going to make 2 turn scores. Do not try to play like an elf.

You are Dwarves, think long slow grinding drives. 1st turn on offence is all about securing the ball and causing damage. So angle your blocks to ensure all the players on the LOS are hit as many times as it takes to knock them down.

If you can frenzy an opponent out of bounds. Getting players up helps. A good ploy is to run the cage down the side so that you Troll Slayers can push lots of people out, or he'll let you run through.

Anyway once you've secured the ball then you need to keep the ball moving. This is more important if you've only got 4 turns than 8. If he tries to stand off and hold you to a couple of squares a turn then try making holes and tying players up with guarding Longbeards.

Posted: Wed Apr 16, 2003 1:16 pm
by Redfang
ianwilliams wrote:A good ploy is to run the cage down the side so that you Troll Slayers can push lots of people out, or he'll let you run through.
:D See, just like I said, I knew playing Dwarfs for about 7 years had to teach me something eventually :D :D

R

Posted: Wed Apr 16, 2003 1:41 pm
by DoubleSkulls
Pushing players out using your setup

Code: Select all

____|
_GT_|
aAB_|
____|
So your Guarding longbeard (G) stands next to the two players in the wide zone. The Troll Slayer (T) blitzes A, pushing him to "a" and then out. To protect the TS from getting pushed out in turn either move him infield a square, give him Stand Firm or rush someone into A's old position.

Easy way to defend against it is just to set up like this

Code: Select all

____|
____|
__B_|
_A__|

Posted: Wed Apr 16, 2003 11:42 pm
by honeycomb kid
I play dwarfs too, and you gotta face some things with dwarves. Firstly, they're supposed to have trouble scoring.

Your roster kicks the $%#^* out of mine with two +ST s and a +AG +MA runner. Grind the crap out of your opposition (give PO,MB to your slayers amd they kill like 1 guy after apoth a game) and win 2-1. I dunno why you built a thrower, but that gives you the option of running 1 blitzer down the opposite side as your cage and tossing it to him if needs be.

I wish i got some +ST s. :cry:

Posted: Thu Apr 17, 2003 7:25 am
by Marcus
I like the thrower primarily to retrieve the deep kick and get it to the cage in the first turn before the backfield gets swarmed.

Stick to a slow grinding drive. Don't go hunting for casualties necessarily, but keep hitting and putting players down and get what you can. The idea behind a slow drive is you negate the opponent's speed advantage, if it comes down to a blocking war you have the AV + Thick Skull to handle the attrition.

Make them play your game innit?

Posted: Thu Apr 17, 2003 7:41 am
by Fronko
Thanks for all the hints!

Ok, I think there's just to much wood elf blood running through my veins. :)

So, I'll try the slow, bash-them-out-of-way-and-bounds plays. Still, should I concentrate on one side from the beginning, or do a full-on assault on all flanks and then see, which fell easier? Though the latter seems to make sense, I think lack of movement/dodgeability will make it hard to position my forces after that?

Posted: Thu Apr 17, 2003 7:48 am
by Redfang
If I have a full half I often start with no side favoured (too heavily) If I have only a few turns, I often consider it more useful to favour one side. Whether the opponent has kick, and whether I still have 2 ball-pickers (runners) also influences this, though...

R

Posted: Fri Apr 18, 2003 5:55 pm
by Taffsadar
Alot of good things have been siad but I got one thing to add.

Try to play a containment type of game while on offense. Put heavy press on the edges of their line of scrimmage and one of their widezones (add pressure to the other side the turn after when you have been able to make contact). Try pushing your opponent into the middle of the field or out of the edges. Getting as many players as possible catched in a mess in the middle will be very good for you thanks to your high numbers of Dwarfs with guard. This should open up a hole wide open for explaration...