Dwarfs and skill limits
Moderators: lunchmoney, TFF Mods
- Rubick
- Veteran
- Posts: 254
- Joined: Tue Mar 22, 2011 1:55 pm
- Location: Newport, South Wales
Dwarfs and skill limits
Hello,
I wanted to see what people's thoughts were to using Dwarf teams at tournaments that impose skill duplicate limits I.e. 2 guard but not 3 for example.
Although I enjoy dwarfs when guarded up to the max I tend to use something else at tournies with limits... Just two guard doesn't seem enough. Can they still be effective?
Rubick
I wanted to see what people's thoughts were to using Dwarf teams at tournaments that impose skill duplicate limits I.e. 2 guard but not 3 for example.
Although I enjoy dwarfs when guarded up to the max I tend to use something else at tournies with limits... Just two guard doesn't seem enough. Can they still be effective?
Rubick
Reason: ''
- Don__Vito
- Legend
- Posts: 1907
- Joined: Sun Jul 16, 2006 7:43 pm
- Location: Getting to the chopper!
Re: Dwarfs and skill limits
The thing to remember is that the opposition won't have more Guard than you either, so they are still very effective, just need to be VERY tight on positioning. The typical build you see is take as much Guard and Mighty Blow as you can with Block on Runners being handy. I actually prefer position control skills over Blocking Runners, so I plump for Stand Firm and have even taken (stifle those laughs back there!) Fend at a tournament before. When combined with Stand Firm, Fend was actually superb! Not good enough to take all the time but really put people in awkward situations vs my defence.
tl:dr - Yes, 2 Guard Dwarves are still great.
tl:dr - Yes, 2 Guard Dwarves are still great.
Reason: ''
- Rubick
- Veteran
- Posts: 254
- Joined: Tue Mar 22, 2011 1:55 pm
- Location: Newport, South Wales
Re: Dwarfs and skill limits
Thanks for your comments Don__Vito
I think I'll give it a try at a one day tournament later this year (Exebowl). I'm in the same boat as you with regards to block...I tend not to skill my runners in a tournament and feel skills would be better suited on long beards and other positionals.
Rubick
I think I'll give it a try at a one day tournament later this year (Exebowl). I'm in the same boat as you with regards to block...I tend not to skill my runners in a tournament and feel skills would be better suited on long beards and other positionals.
Rubick
Reason: ''
-
- Ex-Mega Star, now just a Super Star
- Posts: 1418
- Joined: Thu Feb 09, 2012 3:12 pm
Re: Dwarfs and skill limits
As a mainly goblin coach, I prefer dwarf runners not to have block. Most times a half dice is all we can hope to get, and thankfully without Block, a half dice is often enough. Then watch the ag 2 stalling chubbalumps try to recover the ball on Turn 8 

Reason: ''
Re: Dwarfs and skill limits
I've seen Wrestle used successfully on Runners in the past.....
Reason: ''
- Darkson
- Da Spammer
- Posts: 24047
- Joined: Mon Aug 12, 2002 9:04 pm
- Location: The frozen ruins of Felstad
- Contact:
Re: Dwarfs and skill limits
Calling lunchmoney... 

Reason: ''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
- lunchmoney
- Legend
- Posts: 9011
- Joined: Wed Dec 10, 2008 2:59 pm
- Location: The Dark Future
Re: Dwarfs and skill limits
Wha...? The only time I've taken dwarfs I spammed Mighty Blow on the Blockers. I had one objectiveDarkson wrote:Calling lunchmoney...

Armydave on the other hand, I've seen use Wrestle Runners to everyone's surprise

Reason: ''
Hired Goon for the NAF (rep for South West England, and UK approval staff)

lunchmoneybb @ gmail.com
TOs! You do not need multiple copies of rosters. It's a waste of paper.
Bribe level: good coffee.
#FlingNation find me on page 95
lunchmoneybb @ gmail.com
TOs! You do not need multiple copies of rosters. It's a waste of paper.
Bribe level: good coffee.
#FlingNation find me on page 95
- Darkson
- Da Spammer
- Posts: 24047
- Joined: Mon Aug 12, 2002 9:04 pm
- Location: The frozen ruins of Felstad
- Contact:
Re: Dwarfs and skill limits
Didn't you have Wrestle on a runner at the Welsh last year?
Reason: ''
Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
- lunchmoney
- Legend
- Posts: 9011
- Joined: Wed Dec 10, 2008 2:59 pm
- Location: The Dark Future
Re: Dwarfs and skill limits
That was armydave. I had Delves.Darkson wrote:Didn't you have Wrestle on a runner at the Welsh last year?
Reason: ''
Hired Goon for the NAF (rep for South West England, and UK approval staff)

lunchmoneybb @ gmail.com
TOs! You do not need multiple copies of rosters. It's a waste of paper.
Bribe level: good coffee.
#FlingNation find me on page 95
lunchmoneybb @ gmail.com
TOs! You do not need multiple copies of rosters. It's a waste of paper.
Bribe level: good coffee.
#FlingNation find me on page 95
-
- Da Cynic
- Posts: 7462
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Nice Red Uniforms and Fanatical devotion to the Pope!
- Rubick
- Veteran
- Posts: 254
- Joined: Tue Mar 22, 2011 1:55 pm
- Location: Newport, South Wales
Re: Dwarfs and skill limits
Wrestle... Eh, who'd have thought!
When there's the choice of a double skill I'm never certain what to take either. Normally I disregard it..
When there's the choice of a double skill I'm never certain what to take either. Normally I disregard it..
Reason: ''
- kwèk
- Veteran
- Posts: 211
- Joined: Thu Aug 09, 2007 9:01 am
- Location: Ulbeek The Metropol
Re: Dwarfs and skill limits
I'm honestly getting pretty aggitated by the tendency of limiting skills in tournaments up to 3 or even worst 2.
A lot of teams are not really hurt by the change... cause they have enough other options to choose from. A lot of the teams are pretty versatile.
Teams that are outside the versatile spectrum... Dwarves or Halflings for instance... ussually get the boot by not allowing them to take skills which they ussually use to be effective.
Most players that don't agree on my last remark... are also players that don't use Flings or Dwarves to anny succes.
Problem with dwarves:
Guard is their best skill... period.
Mighty Blow is their second (or in utility almost to an equal standard then guard) skill.
They don't run off from the pack verry often... tend to stay together, play a pretty compact game, with some loners to safe guard stuff when it goes wrong. ... It's just what they do, they are designed to play this game.
They also have every other skill that other teams tend to pick. They are not going to take "Tackle" or "Frenzy" cause they have it. In best case they probably take Stand Firm (because Guard is not availble) but Guard is still the skill they like the most. They have ST acces and Normall Access (except for the runners that can take a Passing skill) ... What other skills (that are availble to them) are they going to pick?
But flings... lol, tell me what they are going to pick that actually will benefit their game?
With only AG and ST access...
Their best skill (defence and offence) is Side Step. If you limit that skill, the tendency of winning games goes down drasticly.
You tend to fill up your team with things like "sure feet"... but if you play well enough, you ussually don't need "sure feet".
You can take "diving catch" and hope for "hail marry pass" on your double. If you actually have a receiver that has the skill, there is less then 50 percent chance that he'll be able to use the skill on a HMP... And the catch (because it's never accurate) is always going to be on a 4+ (is that really going to be your plan?)
Catch? Diving Tackle? ... Diving tackle in combo with side step is a lot better then on it's own. Most of the time the Diving Tackle fling just gets blocked out of the way. ... There isn't a lot to give to a fling that they really need as much as Side Step. Side Step fills up your gaps (even when you are down on flings... and you will be down on them after a few turns).
... I don't see why skills have to be limited. I think it's "race-sist".
A lot of teams are not really hurt by the change... cause they have enough other options to choose from. A lot of the teams are pretty versatile.
Teams that are outside the versatile spectrum... Dwarves or Halflings for instance... ussually get the boot by not allowing them to take skills which they ussually use to be effective.
Most players that don't agree on my last remark... are also players that don't use Flings or Dwarves to anny succes.
Problem with dwarves:
Guard is their best skill... period.
Mighty Blow is their second (or in utility almost to an equal standard then guard) skill.
They don't run off from the pack verry often... tend to stay together, play a pretty compact game, with some loners to safe guard stuff when it goes wrong. ... It's just what they do, they are designed to play this game.
They also have every other skill that other teams tend to pick. They are not going to take "Tackle" or "Frenzy" cause they have it. In best case they probably take Stand Firm (because Guard is not availble) but Guard is still the skill they like the most. They have ST acces and Normall Access (except for the runners that can take a Passing skill) ... What other skills (that are availble to them) are they going to pick?
But flings... lol, tell me what they are going to pick that actually will benefit their game?
With only AG and ST access...
Their best skill (defence and offence) is Side Step. If you limit that skill, the tendency of winning games goes down drasticly.
You tend to fill up your team with things like "sure feet"... but if you play well enough, you ussually don't need "sure feet".
You can take "diving catch" and hope for "hail marry pass" on your double. If you actually have a receiver that has the skill, there is less then 50 percent chance that he'll be able to use the skill on a HMP... And the catch (because it's never accurate) is always going to be on a 4+ (is that really going to be your plan?)
Catch? Diving Tackle? ... Diving tackle in combo with side step is a lot better then on it's own. Most of the time the Diving Tackle fling just gets blocked out of the way. ... There isn't a lot to give to a fling that they really need as much as Side Step. Side Step fills up your gaps (even when you are down on flings... and you will be down on them after a few turns).
... I don't see why skills have to be limited. I think it's "race-sist".
Reason: ''
Love the Right Stuff
- Wifflebat
- Emerging Star
- Posts: 476
- Joined: Sun Feb 02, 2014 5:56 pm
- Location: Ohio, USA
Re: Dwarfs and skill limits
Sweet God, I hope Heff doesn't see this thread... 

Reason: ''
I was Puzzlemonkey, but now I'm Wifflebat. Please forward my mail...
-
- Super Star
- Posts: 779
- Joined: Tue Feb 12, 2013 4:05 pm
Re: Dwarfs and skill limits
You know, some coachs do enjoy playing as well with not optimized roster.Rubick wrote:Hello,
I wanted to see what people's thoughts were to using Dwarf teams at tournaments that impose skill duplicate limits I.e. 2 guard but not 3 for example.
Although I enjoy dwarfs when guarded up to the max I tend to use something else at tournies with limits... Just two guard doesn't seem enough. Can they still be effective?
Rubick
+1... I don't see why skills have to be limited. I think it's "race-sist".
Please notes that wood elves do enjoy a lot this limit.
Reason: ''
- Digger Goreman
- Legend
- Posts: 5000
- Joined: Sun Jun 25, 2006 3:30 am
- Location: Atlanta, GA., USA: Recruiting the Walking Dead for the Blood Bowl Zombie Nation
- Contact:
Re: Dwarfs and skill limits
Your cheesed up to your beardy chops, right out of the package, and you complain there's not enough cheese?!
TIMMY....

TIMMY....
Reason: ''