Dwarfs

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habasta
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Dwarfs

Post by habasta »

I want to start with dwarfes in our League.
I´m thinking of

6 Longbeards
1 Runner
2 Blitzer
2 Trollslayer

3RR
4FF

What do you think about that?
And the cage ? do with the Longbeards and the runner in the middle?
I´m playing highelves yet and want to test anozher team.
It is different to the highelves.
Taking the ball and make the TD in turn 8, is it right for dwarfes?
And block everyone out of the wayß
Perhaps you can help me a little bit.

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Perhaps i take bones, no dices
Mootaz
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Post by Mootaz »

Drop one FF and get the second runner. The runners are the most important part of the team and if you opponent manages to injure your only runner it is all the way downhill from there.

If you have a rather short season you list is fine. If you intend to play the teams for more than say 8 games, drop 1 RR and get 4 more FF instead. Dwarf RR are cheap and you won't have problems buying RRs

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Duke Jan
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Post by Duke Jan »

Or even better, drop a slayer for a runner... FF is not entirely wasted on a dwarf team, they might not be as expensive as elves, they're expensive enough.

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Cloggy
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Post by Cloggy »

Very definitely the second runner. You only have a maximum of 4 AG3 players on a dwarf squad and you need them all to be able to do anything other than cage&crawl attacks.

2 runners
2 blitzers
1 slayer
6 beards
3 rerolls
5 ff

Reason: ''
My Bulls have the "Thin Skull" trait. After every block they make, roll a D6. On a 1+ they get ko-ed and stay in the ko-box for the rest of the game.
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Xeterog
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Post by Xeterog »

I almost always start:
2 Blitzers
2 Slayers
2 Runners
5 Longbeards
and either
2 RR 7FF
or
3 RR 3FF

(depends on the length of the league..short leagues/tournies 3FF is great, while any season longer than 6 games 7 FF comes in handy).

Here are some of my reasons:
1) With a maximum of 4 players with agility 3, you need them on the pitch from game 1 if you want to do any ball handling relatively reliably
2) 2 slayers lets you cover the field better (one on the left, one on the right).
3) RR's only cost 80k after you start the season..many teams pay almost that much at team creation for RR's. Plus, player turnover is less with dwarves, so you generally are able to save up cash for the rr's quickly. Also, having block on all but two players means you don't have to RR blocking dice as much as other teams..you can save your RR's for ball handling/passes...so you don't need as many as you may think
4)buy an apothecary after the 1st game of course..but you usually can survive the 1st game without one.

I usually try to score as quickly as possible..tho with dwarves that is often 4-5 turns. I don't like delaying much, but I will do it in some situations (lots of players in the KO box..opponent has a OTS guy..etc)..and only then if it doesn't prevent me from scoring at all. (stalling can backfire on you if you aren't careful)

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-Xeterog
Mootaz
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Post by Mootaz »

I agree with GorTex on all accounts

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