AG Runner with Dodge rolled the next double

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squig87
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Post by squig87 »

Duke Jan wrote:Dwarves are perfecly capable of grinding a cage to a halt and then breaking it open without an AV8 bloke leaping into it. Leap only makes him die sooner.
They all die or age sooner or later, even dwarfs. Its always good to have other options on any teams especially dwarfs. Keep your opponent guessing. Even the threat of a leaper makes your opponent play differently. It could be useful on offense too. Think outside the box, make your league a bit more interesting ;)

You could give him strong arm and make him into a super thrower... :lol:

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Post by Mad Jackal »

My very first dwarf runner too was +1 ag.
Then dodge.
Then I took catch.

As I was still in my first season I made the rookie mistake of healing a BH blitzer to play for a win while he was standing next to a Rat Ogre in the very next game. A couple of dice later he was Dead.

So I can't tell you how that skill choice turned out. But I would likely consider jump up or sure feet now.

(+3 move is nice) and I personally like to GFI lots with the little buggers.

It's all about your style.
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Post by The Florist »

Sure, leap adds an option, but it's a very risky one. Is it an option you really need? The again, dwarves have cheap rerolls, so you can at least have a decent chance of landing on your feet. 3+ rerollable not to fall down in the middle of a cage?

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Post by neverdodge »

Mad Jackal wrote: So I can't tell you how that skill choice turned out. But I would likely consider jump up or sure feet now.

(+3 move is nice) and I personally like to GFI lots with the little buggers.

It's all about your style.
Cheers.
Jump up is an agility trait so he can t pick up, and sure feet allow you to reroll GFI, not to run +1 square (that s sprint) .. See what happen when dwarven coach try to lurk in the agility path ??? :lol:

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Post by Mad Jackal »

neverdodge wrote:
Mad Jackal wrote: So I can't tell you how that skill choice turned out. But I would likely consider jump up or sure feet now.

(+3 move is nice) and I personally like to GFI lots with the little buggers.

It's all about your style.
Cheers.
Jump up is an agility trait so he can t pick up, and sure feet allow you to reroll GFI, not to run +1 square (that s sprint) .. See what happen when dwarven coach try to lurk in the agility path ??? :lol:
Neverdodge. I played dwarves back in 3rd Ed where Jump up was not a trait, and I never take it with my wood Elves in what little LRB I play. - So you are correct, I forgot that rule. My apologies.

the +3 to move was in reference to jump up, no the GFI. (Though reading it now I can see where that came from maybe.)

I like to GFI lots, (the 2 squares) and would take sure feet so that I may re-roll them, thus making it safer.

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Post by Aksho »

Why has nobody thought about STRONG ARM!
I´ve seen it on Dwarf Teams and it makes their game a lot more unexpectable (with AG+1 a lot more!) and helps the Running game because of the fear of a pass. Next skill Pass and you have a perfekt Thrower!

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Post by Snew »

Forget the double. Dirty Player. AG4 and Dodge, he's a scalpel waiting to excise the opponent's stars. He can get a lot of places that weren't avaliable previously. Kill, kill, kill.

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Post by Cloggy »

DP???

Well assuming he does get another skill, Imagine an AG4, dodge, leap dp!

Would be a terrible waste of a double IMO

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Post by zenmuse »

IMO...

Leap would be wicked. Haphazard, but wicked. Personally, i think a higher av player like a dwarf is an ideal canidate for leap if he has the agility to back it up... it lessen's the risk of injury to that player if you fail to stick the landing. And with the flowing supply of rerolls that usually trail's a dwarf team, it make's it even more appealing.

Some would suggest Pass, Strong Arm, Accurate or even catch... but my problem with this is that without an additional AG4 player to catch the ball, or at least the catch skill, a dwarven passing game seems risky at ag3 and a roll of 4+ in most situations.

Sidestep seems like a good idea... but only if you play with your runners in the open or along the sidelines... maybe it's just the way i play dwarves, but runners are either in a cage, or back in the incase sh** happens position. I tend to let the blitzers and longbeards take the hits, and the slayers guard the sides.

Sure feet and Sprint... well... personally, i think these only belong on 1 turners or bull's... and even then, only if paired together. Never alone. But again, that might just be me.

Last but not least.. Guard. Guard is a wonderful skill. You can never have too much guard. But on a dwarf team, where it will probably be every other players first skill... Too much guard can be boring.

So... to sum it up. If i had this choice... and i wish i did... i would choose leap. It gives dwarves a cage breaking strategy that most coaches would never expect... it's an alternative to just setting up dwarves around and infront of the cage and trying to slow it down...

However i'd save the diving dwarf wildcard until after your opponent's move towards or into your half of the pitch with a cage... Your best bet is always to stop the cage before it forms. Being conservative with your banzai buddy will ensure that he lives to get block and hopefully stripball.

If he rolls another double, i'd take dauntless or NoS... or block if he doesn't have it yet.

Just the idea of a flying dwarf makes me want to roll a new dwarf team...

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