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Trying my luck with Dwarf team this time
Posted: Tue Oct 21, 2003 5:44 pm
by Ludakk
Gentelmen, hello all, long time no qs from me, I know

.
The fact that alot of you have alot of BB games under your belt brings me here.
I'm trying to start a Dwarf team and I need your suggestions on what to start my hard hitting, slow moving little guys with.
The league that I'm entering is full of all the races and... that is that basicaly.
Thank you very much for your help!
-Ludakk
Posted: Tue Oct 21, 2003 6:48 pm
by The Doctor
This is the team:
5 Longbeards
2 Runners
2 Blitzers
2 Troll Slayer
3 Re-roll
3 Fan-Factor
Only 11 players but they're dwarf, hard dwarf!!!
Good armour and thick skull. Obviosely the first buy is an apothecary to preserve the player tha earns SPP.
3 re-roll give you a mix play on the pitch, you may risk a lot and prevent a bad dice.
You have Troll slayer and Blitzer to take hold the sideline (Block, Frenzy, Dauntless is terrible!!!)
The line os scrimmage is right with longbeards( from 3 to 5 depend of your setting), not so fast but hard.
Finally the jolly, 2 runners for take the ball, defende behind the line of scrimmage and go for TD.
Fan-Factor is only 3 , but rise game by game.
Option is substitute a Blitzer/Troll Slayer with Longbeards for more Fan-factor.
The dwarf is a good team that plays a strong running game, are a good defenders against a dodging team but they're not fast so defend long!!!
BB King

Posted: Tue Oct 21, 2003 6:56 pm
by Robotorz
You dont have too many options with Dwarfs. My suggestions would be to take this
Baseline:
7 FF
2 RR
2 Blitzer
2 Runners
and at least 5 Longbeards
180 K to spend
Options:
a) Buy 2 Troll Slayers
b) Buy 2 FF, a Slayer and a Longbeard
I would go with b) since to frenzy players for a starting team seems just a little too much (although this makes him even more a target)
Skill Development:
Long Beard: Guard, Mighty Blow (Stand Firm, Dauntless*)
Blitzer: Guard, Tackle (Dodge, Stand Firm)
Runner: Block, Strip Ball, Tackle (Dodge) - Consider Hail Mary Pass for 1 Rnner
Troll Slayer: Tackle (Strip Ball?), Pro, Mighty Blow (Stand Firm, Side Step)
(Ogre: Block, Pro, Tackle)
My sugestion is to get as much Tackle Players as possible, therefore I give Tackle as first skill to Slayers and as a Second Skill to Blitzers
Longbeard development is easy, just give them guard. After 3 or 4 Guard players you can take kick.
*) = If you have 2 Stand Firm/Guard Longbeards and roll another double for a rookie longbeard you can try to give him Dauntless and as a next skill Multiple Block followed by Pro or Tackle. I tryed this in my homeleague and found it working verry well (even against Tr 180 Teams)
First Buys
Apo
7th Longbeard
2nd Slayer
3rd Reroll
Then complete your Cockerel with Longbeards and buy a 4th Reroll
Posted: Tue Oct 21, 2003 6:58 pm
by Robotorz
Whatever you do, you have to start with both runners and blitzers. Not having 4 Players with Ag 3 Hurts too much!
Posted: Wed Oct 22, 2003 1:24 am
by tonythep
I just started Dwarves in a new league. Stuntfield Wednesday is now 2-0 after games against Pro Elves and Orcs.
I started as follows:
2 Troll Slayers
2 Blitzers
1 Runner
6 Longbeards
2 RR
FF 7
It's worked fairly well. I have to be careful where the AG3 guys go. Oh, and after game 2 the Runner got Block -- and aged, dammit!
Next week: Lizardmen. 12 skinks. This should be interesting.
Posted: Wed Oct 22, 2003 7:41 am
by Thadrin
2 Blitzers, 2 Runners, 1 Slayer, 6 Longbeards, 2 rerolls, apothecary, 4 fan factor.
Drop the apoth for a reroll and extra fan factor, or just exra fan factor if you so desire. I like having him around just in case someone dies first game. The players are too expensive to replace easily.
Posted: Wed Oct 22, 2003 8:41 am
by DoubleSkulls
I'd go (for a long running league).
6 Long beards
2 Runners
2 Blitzers
1 Troll Slayer
9 FF
2 TRR
Skills pretty much what Robotorz said except I've been convinced that the best double for a troll slayer is side step over stand firm. It gives you the same protection against being pushed out of bounds, but gives a better chance of lining yourself up for blocks next turn.
Posted: Wed Oct 22, 2003 8:49 am
by voyagers_uk
I am with Ian, except drop a blitzer for an extra long beard if you will face more than one dodgy team.
advancement is key
Posted: Wed Oct 22, 2003 9:37 am
by Thadrin
Slayers can be evil with Guard or Strip Ball.
Having a Runner with Hail Mary Pass should NEVER be discounted.
Posted: Wed Oct 22, 2003 11:41 am
by Robotorz
Yeah forgot the "Screw Nuffle Pass" and I never even thought about Side Step! I feel so bad, rolled a double last weekend for my ST 4, Tackle Slayer and gave him Stand Firm
One thing with Side Step that you must not forget is that if you have no squares to go then you get pushed out of bounds and with Stand firm you always stay on the field.
I will edit my post
Posted: Wed Oct 22, 2003 5:17 pm
by grep-v
Robotorz wrote:Whatever you do, you have to start with both runners and blitzers. Not having 4 Players with Ag 3 Hurts too much!
Sorry, but this is quite wrong. I did it two times and succeded two times. In fact I started out with only with longbeards, buying an ogre and a runner later, just for fun. As my local league is quite small (nonetheless pretty strong

) here's the second team, which I played in FUMBBL:
http://fumbbl.com/FUMBBL.php?page=team& ... m_id=18640
Half of my opponents were 10+ TR stronger, I played against only one elf team.
Game Record: 13-6-2. You don't need four players with AG3 to win ...
Posted: Sat Oct 25, 2003 12:21 pm
by Glorian Underhill
I think that stand firm is more usefull for Dwarf Slayers. Stand firm also helps in the following situations:
GO FOR IT, needed most times to accomplish the second frenzy block.
DODGE, i dont dodge very often, but with stand firm it doesnt bother me if he does not succeed. But sometimes you have to dodge with a slyer. If a ball carrier has gone through your line, or the runners and blitzers are taken out or unavailable.
THE CAGE. The Slyer is always part of my Cage. Sure with side step i can place him where he can cause problems in the next turn. But if he has stand firm he will not move an inch. I have normally this starfield cage
XOX
OBO
XOX
where B is the Ball carrier and X for my players. Normal counter is to Blitz one of the corner players. And then put as many players as possible on my ball carrier. If the slayer has stand firm even his motionless body would prevent a swarming on my runner, ball carrier.
Posted: Sat Oct 25, 2003 12:50 pm
by DoubleSkulls
Glorian Underhill wrote:I think that stand firm is more usefull for Dwarf Slayers. Stand firm also helps in the following situations:
GO FOR IT, needed most times to accomplish the second frenzy block.
Stand Firm does not work on GFIs - only dodges.
I've been convinced that Side Step is a better choice for players with frenzy - the ability to reposition yourself for an advantageous block next turn swings the balance.
Posted: Sat Oct 25, 2003 3:02 pm
by Robotorz
grep-v wrote:Game Record: 13-6-2. You don't need four players with AG3 to win ...
Yeah rolling a lot of 6's helps a lot too. If you want to gamble then you can do that, I have no problem if you are enjoying your game the way YOU like it, but I rather have a little more "controll" and dont like it if I have to roll 4+ to pick up the ball on a regular basis!
Posted: Sat Oct 25, 2003 8:10 pm
by Juggernaut
If I can ask something, then my question is: why the hell are U going to play those masters of the speed?
their MA is so low that when they suffer an MA decrease, they probably Die, don't they?
Why don't U choose at least a little bit better version - CD's.
CD's Rule
Juggernaut