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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Matsu
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Post by Matsu »

Skummy wrote: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.
Totally agree.

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Post by Matsu »

MechD wrote: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
Yep. I'm in the "MB, not piling on" camp for CDs. Having 6 guards running around the field is just SO strong and you don't want them on the ground not exerting tackle zones...
MechD wrote:For Hobgoblins..Sure hands on one of the first, Block always has its uses...maybe some Kick and Dirty Player for fun? :lol:
I actually put dirty player on first, but I'm an evil sumbitch. Also, it keeps people from abusing the BCs too much. Kick is huge also.
MechD wrote:Bull Centaurs...Break Tackle, Block and Tackle all have uses...any other skills you guys have had good luck with?
One of the things that makes these guys so strong is their flexibilty. They can be whatever you want. Just have a plan for them. Block and Break Tackle are the cannonical first 2 choices, but I went a different route for one of mine and gave him sure hands (then rolled doubles and got him dodge. He's a monster ballcarrier now that he's gotten block as well).

There are just a ton of ways to use these guys, and you just want to have a plan.
MechD wrote:Trolls.. Block, Pro, Pile on all seem like good ideas...any others when used on a CD team?
The troll really isn't that important to your overall strategy. He's a source of injuries, and largely unhurtable/immobile hub around which your line can pivot. To that end, I really like taking piling on as the first Troll skill, just because it will get him to his second skill so quickly. This is particularly true if you manage to get leader somewhere (hobgob). Block is always good, though. Mostly, my troll is most effective as a deterrant and place my opponent doesn't like to send his guys - the dwarves are actually LOTS more effective at moving guys and knocking them down.
MechD wrote: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?
I'm a big fan of moving a BC into the opponent's backfield. It puts all sorts of pressure on them and tends to lead to mistakes on their part which you can turn into touchdowns.

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mazzic
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Post by mazzic »

I dont consider myself a pro at all, but i'll give my opinion about offense with CD's.

I recently started a new CD team for a special league(Factions in Fumbbl).
I used the 5CD, 2BC, 4Hob, 3RR and 8FF lineup, wich proved to be good even tough in 3 games i got: 1si on a hob in first game, and other in the 2nd and finally a dead on the third.

Bought the apo after 2nd game, obviously was needed(and failed during 3rd game, anyway).

But thats not the point. On offense, i was surprised to see that all my TD's were scored by the BC's, at a rate of 2 per games. Im not a big fan of the cage, call me risky but i like to go quite random on the pitch, and when a BC is loose, make a Hand Off and let him go free, other players making TZ's and ramming the opposition to the ground.

Obviously, i'm being lucky presently with that tactic. But its succesful because my opponents never really cared about that lonely BC in their half of the pitch.

I also once played offense with CD's without BC's. That means caging the hobbo with the ball, and slowly going forward. A nice idea is to also keep 1-2 hobbos on the other side of the pitch. It relaxes the cage pressure and give some scoring opportunities with a little "elf play"!

Anyway, how you play the CD's always depends of your playing style. I'll love to make "finess", so im often trying to make passes to the BC's(hehe... maybe succeed once with my new team... not sure tough). Also, to be sure of having some space to move, its often a good idea to make sure the opposition is sitting on the pitch more often than else. And early on, cd's are quite good at it.

SKills, for BC's, i go Block, then Tackle, then Break Tackle. Double, one gets SF(will be the runner) and the other would get Frenzy(hehehe... )Never PO. I dont want them on the ground.

For the CD's, guard then MB, SF on double. Frenzy could be fun... not sure tought. dodge on defense... mmm... think about it.

For the hobbos, its 1st one gets sure hands, others block. Then, a mix of catch, DP, etc. Leader on doubles. One with kick too.

If i go with a big guy, will be the Mino i think, since Fumbbl is a long term league, the mino will have time to develop. But on short term leagues, Troll is more reliable.

Thats about it, on defense, i bash all that the CD's can reach! And The BC's goes for the lone receivers!

All said, but keep in mind im not a pro, im sure a lot of ppl might have better ideas, and anyway, all of what I said is only bit's of everyone, taking form one and another and mixing it to fit my style!

Be yourself, and im sure you'll like your team the way you'll figure it should be! :wink:

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Post by Vero »

Hi!

I'm fairly new coach and got a new CD team.

I've got...

3RR
10FF
137TR
80k cash, saving for 4th reroll and after that troll.

2BC of one with block, other just got a skill and I'd take block for him also to keep him alive.
6CD one with guard (Just got it).
5 gobbos of which one got a new skill, what should I take?

...after three games.

I'm playing in a league where's quite a few elves and bashy teams so I should have a good all-around team. CDs can handle almost whole field with their tackles but what for my gobbo? I though kick could be nice because I haven't roll a single kick without at least 5 squares of scattering :P but also DP because that would keep opponents players up and not prone. Any other suggestions maybe?

Vero

Edit: Right TR

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Matsu
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Post by Matsu »

Vero wrote:Hi!

I'm fairly new coach and got a new CD team.
2BC of one with block, other just got a skill and I'd take block for him also to keep him alive.
6CD one with guard (Just got it).
5 gobbos of which one got a new skill, what should I take?

...after three games.

I'm playing in a league where's quite a few elves and bashy teams so I should have a good all-around team. CDs can handle almost whole field with their tackles but what for my gobbo?
I would take kick for the gobbo. In fact, I take kick as the first regular skill I roll for any line-man type, regardless of which race I'm playing. Being able to control the offensive team's setup with kick is invaluable. After that, DP is great for your hobbos, not to mention sure hands if you intend your hobbos to be your ballcarriers. Personally, I used a pure running attack with the BCs doing all of the carrying, but YMMV.

By the way, you may want to take Break Tackle as the skill on your 2nd BC - block is great, but without BT your opponent can tie up your BCs with irrelevant lineman and force you to defend with just your dwarves and hobbos. Bad news. Give one BC Break Tackle and you will always have a good blitz available - make him your linebacker/sweeper.

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