New Chaos Dwarf Team looking for tips...

Want to know how to beat your opponents, then get advice, or give advice here.

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Orin
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Post by Orin »

I've been dabbling a bit myself with the hatted heroes, but now I'm not sure what to do.

My team with TR 117,5 (because of a freebooted Blocker, who, naturally, was voted MVP in the most recent match :pissed: )

1 Bull Centaur with Dodge
5 Blockers
5 HobGoblins, 1 with Sure hands

FF 10
3 Rerolls
Apoth

115.000 in the treasury (hence the TR)

Most players are on the brink of getting a SSP (damn that freebooted Blocker!)

So, what I think the options are:
1) Buy a Blocker
2) Freeboot a Blocker for the next game and hope to get enough winnings to buy a second BC
3) Buy a Minotaur
4) Do nothing and save up for the second BC

I like the third option best, as it would ease up on defense, and consequently free up the BC for offense and expose my Hobbos to less risk, but I also like the second option. Actually, that was what I was trying to do with the last match, but I didn't get enough winnings. What do you guys think.

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slackman
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Post by slackman »

i generally tend to avoid freebooting players, for the reason you already metioned. also, it seems like quite a waste of cash. did you really need that extra man in your last game? or would you rather have had that 35k back, so you could buy your second BC?

i just started my cds w/

1 bc
6 blockers
4 hobgobs
4 rrs
whatever ff was left over.

after a rather disappointingly unluck match against a 10 man chaos team, i tied 1-1 and gained a ff. however, i rolled a 1 on the winnings, and took a SI on a blocker. dude was breaking my av9 on every other block, and i could only manage to hurt his av8 when i pushed 2 of them off the pitch.
so for my next match ill be down a blocker, and i cant even buy an apoth yet, let alone the second BC. but its good im doing this now, as im thinking i wanna play these guys in my upcoming local gw league. but im really starting to like the idea of:

6 blockers
5 hobgobs
5 rrs
apoth
8 ff

the only problem is its going to take too long to get the 2 bcs, and i find i really only need 5 rrs when i play elves. :pissed:

ill probably end up using:

5 blockers
2 bc
4 hobgobs
3 rrs
8 ff

slackman42

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Post by Skummy »

Orin, unless the next game has some special importance I'd save up for the BC. He's just the best player in the game.

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Post by Cool Hand Fluke »

IMO movement in BB is the key. I'll never start a CD team now without at least 1 BC (and then if i had only 1 BC i'd have the Troll/Mino for fun) 8)

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Orin
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Post by Orin »

slackman wrote:i generally tend to avoid freebooting players, for the reason you already metioned. also, it seems like quite a waste of cash. did you really need that extra man in your last game? or would you rather have had that 35k back, so you could buy your second BC?
slackman42
In retrospect: It might have been better to not freeboot that Blocker and save up. Still, the last match was against Norse, so i reckoned I could use all the hitting power I could muster. it was rather fortunate that i did, because two of my blocker spent the entire match in the privy after drinking Morley's Revenge (31 on handicap table). That it was the freebooter who walked away with the MVP was just rotten luck.

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Post by MechD »

Hey Slackman,

I would agree with your idea to start a CD team that includes:

5 blockers
2 bc
4 hobgobs
3 rrs
8 ff

I am going to be trying it out and it looks like the most well rounded roster for CD.. :)

Good luck!

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Post by slackman »

hey, dont thank me, someone else already posted that on this thread. i suppose i could look through and mention the name, but im lazy.

slackman42

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Post by MechD »

slackman,

Sorry if you thought I was wrongly thanking you, what my tired brain was trying to say at the time was that of the rosters you suggested you might start with, I thought that the 5CD, 4HG, 2BC roster was the best, because that was the one I had started with...looking over my post I can see why the confusion occured... this is why I should never post when tired :roll:

Good luck!

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Post by MechD »

Hmmm..this topic is getting a little quiet, so lets get a bit more discussion going on.. :)

First: preferred skill development
For Chaos Dwarf Blockers this seems pretty easy...grab Guard and Mighty Blow, with Stand Firm on doubles

For Hobgoblins..Sure hands on one of the first, Block always has its uses...maybe some Kick and Dirty Player for fun? :lol:

Bull Centaurs...Break Tackle, Block and Tackle all have uses...any other skills you guys have had good luck with?

Trolls.. Block, Pro, Pile on all seem like good ideas...any others when used on a CD team?

Second.. Basic play tactics on offense...Who will you have go for the ball when its kicked? A hobo or your BC? Any other basic strats that you have found work effectively?

That should stir things up a bit.. :P

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Post by Boss »

First: preferred skill development
For Chaos Dwarf Blockers this seems pretty easy...grab Guard and Mighty Blow, with Stand Firm on doubles
Seems pretty straight forward. Another useful clue - on 12's, take the Strength upgrade.
For Hobgoblins..Sure hands on one of the first, Block always has its uses...maybe some Kick and Dirty Player for fun?
A dirty player always helps when mopping up the stunned stinkin' elves ... and take the strength upgrade if you roll a 12.
Bull Centaurs...Break Tackle, Block and Tackle all have uses...any other skills you guys have had good luck with?
I'd go for sure hands on one of them. I have a Bull with block, dodge and +AG. Sure hands is surely next. Since many teams take a couple of players with strip ball - sure hands is important. Pretty basic. Oh, and take the strength upgrade if you roll a 12.
Trolls.. Block, Pro, Pile on all seem like good ideas...any others when used on a CD team?
3 obviously good ideas there. For the ultimate hitter - get tackle too ... and maybe even Frenzy. I love Frenzy :smoking: . Your teams should probably include a Leader too. I wouldn't put it on the Big Guy though.

Personally I'm using a Mino as big guy ... haven't rolled a double yet though after 3 skills. I'd love a nasty mutated backfield sweeper.
Second.. Basic play tactics on offense...Who will you have go for the ball when its kicked? A hobo or your BC? Any other basic strats that you have found work effectively?
Depends how developed your team is and where the ball lands. When possible I try to get the ball to my scoring Bull Centaur early ... and give him plenty of cover before getting the ball. Just in case he fails to pick it up/catch it. Once your Bull has the ball - try to break through down one flank, though not all the way out on the wing. And keep a few players in the middle of the pitch so that you can switch side if needed. The Bull Centaurs can have fantastic and sometimes surprising mobility (considered we're supposed to be a slow team).

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Post by Juggernaut »

a) I took diving tackle on double for my CD blocker and I never looked back. It's great with tackle.
b) as a third skill I gave strip ball to BC.
c) what about multiple block as a third skill for the troll? it's funny and even without guard skills it's easy to find assists.
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Post by MechD »

Hey Boss,

Thanks for the reply..Shoulda mentioned the STR upgrades are a given.. Hmm, I think I would go for a Troll, help my LOS against some of the other big str teams, the pair of BC's seem to do well as deep sweepers..

Which leads me to another question, I played my first game against a high elf club today and won 1-0. The defense wasn't a huge problem, but my only score came off a turn over... So my question is this..on offense how have you found it works well to set up/ who do you have retrieve the ball? I had the BC's go for it, and they couldn't for the life of them pick the damn thing up! :pissed:

Any other tactical advise guys?

Thanks again!

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Post by Boss »

Hey Boss,
Thanks for the reply..Shoulda mentioned the STR upgrades are a given.. Hmm, I think I would go for a Troll, help my LOS against some of the other big str teams, the pair of BC's seem to do well as deep sweepers..
Well, yeah ... the STR upgrades ARE given ... some of the other stuff you mentioned were sort of given too. Thought I could make a little joke there as a STR upgrade always is worth having for any player except for a few extreme situations maybe.
Which leads me to another question, I played my first game against a high elf club today and won 1-0. The defense wasn't a huge problem, but my only score came off a turn over... So my question is this..on offense how have you found it works well to set up/ who do you have retrieve the ball? I had the BC's go for it, and they couldn't for the life of them pick the damn thing up!


Well, I guess I never had as big problems as you apparantly had in your first game with regards to picking up the ball. I didn't really have any problems getting my BC's TD's early on.

The setup on offence always is completely dependant on how the defence lines up. Usually I blast my way down on with my Mino as primary blitzer there ... (now he has Block, piling on and Tackle) to open up the flank. If my opponent has a player within 2 hexes of the sidelines I aim to get him pushed off. I've done that quite often, though people seems to be learning now.

Other than that - knock over his line of scrimmage. Shouldn't be too hard. Foul someone with as many assists as possible (dont waste your fouls, only take the good ones) - and set up the Bull Centaur to pick up the ball in a "controlled" environment, meaning that you opponent should at all costs be prevented from taking advantage of a failed pick-up roll.

Any other tactical advise guys?
Take your time down the field. Dont take unecessary risks.

Good luck.
Bo

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Post by Orin »

I have a Hobgoblin with Sure Hands and +1Ag, and one with +1Ma. So those will probably get Pass and Catch respectively. (if that first hobbo ever gets his 3rd skill.)

My tactical advice is: try moving the ball carrier from one cage to another. Let the front first cage become the back of the second, if possible. (dwarfs move four squares, hobbo starts 1 square behind the dwarfs, moves 6 squares and ends up 1 square in fromt of dwarfs)

Try to keep this up until the ball carrier is in scoring range. because of the slow dwarfs this tactic can usually only be repeated once or twice, but that's usually enough.

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Post by Matsu »

MechD wrote:So with the starting roster pretty much down, I would be curious what defensive sets up you guys have found work well against both grinder teams, and then against speedy teams? Against speedy teams I have been having good luck with the standard 3-4-4 set up..Which for Chaos Dwarfs I would probably set up with 3 Chaos Dwarfs on the line, the next four a space back..probably Chaos Dwarfs on the side, with two hobgoblins on the inside..the last set of four two spaces back, with bull centaurs behind the hobgoblins, and the last two hobgoblins on the outside..would that be pretty ideal?
On your 2nd line, I would recommend putting the hobgoblins on the outside. The Dwarves are more solid, but they have a hard time recovering to the opposite side of the field if the play goes the other way.

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