Lizards in a world of Dwarfs

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Mightypeon
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Lizards in a world of Dwarfs

Post by Mightypeon »

Hi there, my team the Hexoatl Hangovers is currently playing in a League.
In my Division are no less than 3 Dwarf (all getting in at roughly 300 TR)
one Orc and one Chaos team (both are significantly lesser conserns).
The Dwarf teams operate with the Max number of Slayers + the Star slayer. Every dwarf team has a Deadroller and Zara.
My Team is the following:

1: Wod-Ka Saurus: M6 S4 AG1 AS9 Block currently 14 SSP
2: Te-Ki-La Saurus: M6 S4 AG1 AS9 Block currently 12 SSP
3: Rum Saurus: M6 S4 AG1 AS9 Block Mighty blow currently 23 SSP
4: Grappa Saurus: M6 S4 AG1 AS9 Block currently 10 SSP
5: Sake Saurus: M6 S4 AG1 AS9 Frenzy currently 10 SSP
6: Whis-Ky Saurus: M6 S4 AG1 AS9 Block currently 11 SSP
7: Marti-ini Skink: M8 S2 AG3 AS7 Block Sprinting 27
8: Ba-Ca-rdi Skink: M8 S2 AG3 AS7 Sidestep sure feet niggling injury 24 SSP
9: Ba-Ti-Da Skink: M8 S2 AG3 AS7 Sure feet sidestep 18 SSP
10: Cura-Cao Skink: M8 S2 AG3 AS7 Sidestep 14 SSP
11: Ss-eckt Skink: M8 S2 AG4 AS7 sure feet
12: Sillybilly star player: M7 S4 AG2 AS9 Block guard Standfast
13: King Korn: Kroxigor: M6 S5 AG1 AS9 Block, Mighty blow, bone head, prehensile tail, sturdy.
14: Mal-Thesa Skink: M8 S2 AG3 AS7 no additional Skills 0SSP
15: Mao-Thai Skink: M8 S2 AG3 AS7 no additional Skills 0SSP

8 Fan factor 3 rerolls one Apothecary no assistand couches or chearleaders.
10K in Bank.
TR212 or so

Considerations I have:
A) I will play the pretty weak Chaos team first, they have tr 100 and should be free SSPs
B) I will choose "under observation" on the handicap table everytime I get to choose. It permanently takes to players away + they can no longer commit fouls.
C) Avoid the Sidelines as Slayers are simply nasty in this occasions.

My questions:
A) Should I go for the early touchdown?
I am seriously agaisnt giving the Dwarf team more than 3 turns for their TD, but my Sauri are propably going to loose the Slugfest so he will be getting more superior with every turn that passes. This means that I have to consider getting a TD at all against allowing the Dwarfs to get 4 or even 5 turns to score.
B) As a team with 7 S4 and one S5 guy I should get some good hits, should I go after the Slayers or after the Blitzers?
C) Any Ideas how to break a Dwarf cage with my team are highly welcome.
D) Realistically i should get one Saurus up during the next games, guard or break tackle? Break tackle would give me someone who can get to the ball carrier, guard would prvoide my with better chacnes to break the cage.

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Post by Skummy »

I think in this very special case, Guard is better than Break Tackle for you.

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juck101
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Post by juck101 »

easy plan to break cage...
run standfirm star into tackle zones of end of cage.
blitz with frenzy saurus - risky no block but save reroll. Push to on edge position next to star with standfirm.
Now go for it... run 1skink next to blitzed palyer, expect that skink to get a smack. Run 2 other skink to zone out any movement TO that area. so 2 squares from action.

Watch and enjoy the cage fall to bits in there turn.
Now standfirm should be a nightmare forget the guard...
One skink very dead sorry
Saurus next to blitzed player should be ok but if not dont worry.

Comedy in your turn if cage not moved then step in with standfirm player, may get lucky. Hit with huge force the weak area with your team and see how long you can hold them.

Idea skinks can score if get a free ball, but if not then just defend a 0-0. vs dwarf they can not respond quickly so play for a 1-0 win

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DoubleSkulls
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Post by DoubleSkulls »

You desperately need Break Tackle on a pair of Saurus.

As a dwarf player I'd use Blitzers & long beards to tie down the Saurus and use Longbeards and Troll Slayers to go skink hunting.

As such getting some mobile Saurus is absolutely critical because against Av9 thick skull players you aren't going to win the numbers game.

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Mirascael
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Re: Lizards in a world of Dwarfs

Post by Mirascael »

Mightypeon wrote:The Dwarf teams operate with the Max number of Slayers + the Star slayer. Every dwarf team has a Deadroller and Zara.
It would seem to me that your league plays with an old ruleset as do many German leagues as far as I know.
My first suggestion would be to update your league rules to the far superior ones of the LRB.

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Post by NightDragon »

Guard and Break tackle essential. You should still score quickly if you get BT and use this to pressurise his thrower. I have seen Lizards a lot lower than 300TR beat Dwarves of this level. The combo of speed and BT they can't deal with as long as your dice roll ok.

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Mightypeon
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Post by Mightypeon »

Well, one of the players is currently trying to introduce the LRB. I ill propably support him but it depends on the leagueleader.

To the other things:
Well, the game agasint the Chaosteam proved to be a desaster.
The chaosguy rolled a inferior block agasint the Kroxiogr, got 2 times perfect block, and the rolled 5 6es in a row.
To make it short, he got 7 times through my armour and caused 5 times wounded. I got 28 times though his armour and caused one light injury.
I did another frinedly game agasint the really high dwarf team.
I got one really nasty niggler (-1S on a Saurus)
but alos got some decent level ups. After another game agaisnt some low tr Orcs I am pretty confident.
3 of my Saurus (including Sillybilly) can guard and block although one has only S3....
1 has break tackle 1 has frenzy and one got block only.
I have 1 Skink with Sprinting sure feet and sidestep, one with sprinting sure feet and block (the little bugger knocked out Mork`nThorg leading to 5 minutes of laughter) 2 with sure feet and sidestep one with AG4 and sure feet and another one with Sidestep.

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