Why does everyone love guard so much?

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FlameKnight
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Why does everyone love guard so much?

Post by FlameKnight »

I've heard everyone saying how much they love guard, could someone explain why?

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Post by Skummy »

Correctly placed, Guard creates huge problems for an opponent. The Guard can turn 2 die blocks into one die or two die against blocks. The defending team will either be forced to take bad blocks or try to dodge players around to get better ones. Guard can't be canceled out by anything except more guard, and possibly some increased strength.

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MickeX
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Post by MickeX »

When you're having the upper hand in the brawl, guard gives you the possibility to follow up a block to put more opponents in your TZ, and yet assist the block next to that same player. That means you can throw more 2D blocks, both this turn and next, and ties up opponents.

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Post by Thadrin »

It makes your opponent's life hell. He has to find exactly the right angles, and think twice about all his blocks. More chance of his making mistakes. Makes playing Dwarf-Chaos Dwarf games interesting I'll tell you...

It really only comes into its own when you have more than one though. On the line at least, otherwise Guard players wear whacking great big targets.

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Post by grotemuis »

this is a skill that can be used in your own and your opponent's turn. It's a benefit for the rest of team (not only your own player). It's a good way to maximize your skill use

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Post by Blackscale »

Also, Guard players in a cage around the ball carrier form a defense that will protect against leaping players (like wardancers); you will always get to choose from two dice.
Of course, they can still get lucky.

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Post by voyagers_uk »

It is the best skill, I normally try and portray a weak centre when I play Dwarves and let them come at me and attempt to cage, I then roll up round the sides and take 2 die blocks all the time having a couple of Dwarves with Stand Firm or dodge on doubles helps maintain this world of hurt.

My Dwarf team currently has 13 players with guard

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Post by Drool_bucket »

No one has yet mentioned (though Thadrin touched on it) that if you are gonna start taking guard, you really have to go all the way. One guarding player isn't much, two still isn't hard to work around. However, when you start getting up around five or six guard players, it starts to cause your opponent to pull his hair out.

I have always just taken 5 or 6 guarders, but TBB has me working towards everyone having it. 8)

Thats why if people love it, they go nuts with it...

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Post by Sputnik »

also keep in mind that a player with guard may give two (or even more) assists where a player without would give none! :o

So you don't have to place someone at the sidelines to give an assist for blitzing your way through one side of the defense, for example. And you can stand up the guarder in the middle of the whole bunch and he is still of use in helping others. :wink:

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Post by GalakStarscraper »

Thadrin wrote:It really only comes into its own when you have more than one though. On the line at least, otherwise Guard players wear whacking great big targets.
My current PBeMBBL Lizardman team just got its first Guard player. The Kroxigor who when he stands between the two Saurus on the line for a 3-4-4 defense has a big Target on him sure ... its just difficult to hit it.

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Post by Thadrin »

in a word...Ouch. Not much good just knocking away those saurus with the Krox's Prehensile tail in the way either. Still, that's why we have Slayers.

Reminds me...must finish painting my Lizards...

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Post by Tim »

The only team i didn't really have a concept of competing against was my Lizardmen opponent in the last round of the M3 tournament. He had 4 Sauri with guard from a cage and a skink in the middle ... that proved to be almost impossible to stop for my Chaos Dwarfs (together with his good dice and my inability to hurt anyone).

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Post by Dangerous Dave »

easy to stop - just put a CD next to each Saurus and stand them up if they get knocked over.

Provided the Sauri don't have break tackle - thye won't be moving far!


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Post by Asperon Thorn »

Dangerous Dave wrote:easy to stop - just put a CD next to each Saurus and stand them up if they get knocked over.

Provided the Sauri don't have break tackle - thye won't be moving far!


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They don't have to go far, they only need to advance 3 deep into your half before the skink takes off to the endzone.

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Post by Tim »

Dangerous Dave wrote:easy to stop - just put a CD next to each Saurus and stand them up if they get knocked over.

Provided the Sauri don't have break tackle - thye won't be moving far!
Exactly what i thought ... not true though :( By this he kept hitting my players off the field (there's 6 more on that team, including a Krox). He never followed up, so i could get only a blitz usually, then had to tie his players up again and hope for a skull, pow/skull (never happened).
Asperon Thorn wrote:They don't have to go far, they only need to advance 3 deep into your half before the skink takes off to the endzone.
Exactly ... and he took his 8 turns to go these 3 squares (maybe 4 even) :)

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