Dwarf´s to powerfull ?!? Tactical advise wellcome!

Want to know how to beat your opponents, then get advice, or give advice here.

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Gorbad
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Post by Gorbad »

Craigtw wrote:So how would somebody recommend that you beat tourney dwarves with chaos or rotters?
And if someone figures this one out, can I get a surefire way to beat dwarves with halflings as well.....?

Honestly, I like Rotters, and chaos occasionally does well at a tournament, but these two teams will always struggle against 'proper' tourney teams.
The only suggestion if you want to win is.. play another team. If you want to have fun with Nurgle, pray for lots of FA 1's on the other side, and tentacle those runners ;)

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Craigtw
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Post by Craigtw »

Gorbad wrote:And if someone figures this one out, can I get a surefire way to beat dwarves with halflings as well.....?
Ooooh..... sarcasm!

Seriously though, I did not say a surefire weay to beat them rather some advice on what might be a good plan. Mayube it is something so basic as avoid remaining in tackle zones. I just want some advice.

In speaking with an experienced dwarf coach he mentione that the dwarves slow and steady pace is important to them and being a bit of a bashy team, the Rotters can try to impede that progress by remaining in tackle zones, and hopefully getting some of those FA rolls.

I also failed to mention that in this tourney chaos and Nurgle teams are allowed mutations as regular skills to encourage their tourney play. Should I start giving block to the rotters or would claw and mighty blow be more helpful? (I am only allowed one claw).

Serious feedback is appreciated.

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Mick Moon
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Post by Mick Moon »

beastman with claw should work good...

nice rule with that mutations. that gives chaos a little more punch :lol:

and for mutations - what about big hand for an other beastman.
That saves re-rolls wich will be needed fot blocks.

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Gorbad
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Post by Gorbad »

Craigtw wrote:
Gorbad wrote:And if someone figures this one out, can I get a surefire way to beat dwarves with halflings as well.....?
Ooooh..... sarcasm!
I hope you did realize it was a joke :) (I've spent too much time on usenet...)
Craigtw wrote: Seriously though, I did not say a surefire weay to beat them rather some advice on what might be a good plan. Mayube it is something so basic as avoid remaining in tackle zones. I just want some advice.

In speaking with an experienced dwarf coach he mentione that the dwarves slow and steady pace is important to them and being a bit of a bashy team, the Rotters can try to impede that progress by remaining in tackle zones, and hopefully getting some of those FA rolls.

I also failed to mention that in this tourney chaos and Nurgle teams are allowed mutations as regular skills to encourage their tourney play. Should I start giving block to the rotters or would claw and mighty blow be more helpful? (I am only allowed one claw).

Serious feedback is appreciated.
The big problem you will have with rotters is the fact that you don't have an apo, and regen just can't be relied upon. And being a couple of guys down against dwarves is just a very bad idea. So I'd say: stay out of TZ's wherever possible. Use the beast to try to stop the cage if you must, but without block, even the rotters are too vulnerable.

Attrition will work well on dwarves hopefully, so claw/rsc and DP seem the way to go, even though it's boring. Oh, and Big Hand on a beastman would be nice too.

They will play the slow cage even more than usual, as catching the ball will be a big issue with FA around, so you know what to expect, stopping them and saving your team is another problem. Pick on lonely dwarves, force them to score sooner than they'd want, or lose their players. Get the Ref.

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Glorian Underhill
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Post by Glorian Underhill »

MY two cents for Dwarfs in a long league.

With every game the dwarfs loose their power of Blocking. Because after 10 or 15 games most Dark elfes (or whatever you are against) have their block skill. So the Casauallities will go down and the guy on the other side has movement 6 and agility 4.

Same for Orcs. All Block Orcs have then Block and you need your guard to make at least even blocks.

If the Dwarf player looses the ball one time. The game is at most a draw.

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Post by Bizzy »

Dwarves are slower, but there is a beautiful thing about the linedwarves. They get ST access, and come with block/tackle. They get guard, mighty blow next really. After that if you are lucky keep skilling up. The other players are good in themsleves really. A big downfall to other teams is being out guarded, and the fear of dodging due to them having tackle. If a dwarf team hits a couple of doubles the opponent is in a world of trouble. On linemen you have in my opinion two choices. Standfirm to keep your guys where you put them, but I think the better choice is diving tackle. If you get for example three doubles on linedwarves, with proper placement the entire front line of any team can't survive, or the opponent won't be able to dodge away, or block out. On the other players watch a runner get strong arm, or a troll slayer getting Dodge. These are crazy skills for these players, and they can become machines. I mean I only mentioned 3 doubles on 3 linemen. IF you did that with Chaos nothing spectular would occur for you. It really doesn't matter what team you do these things with, but dwarves you can become something really special.

They are masters of the field if played properly, and it is quite a frightning sight.

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Post by Mick Moon »

Bizzy, you are my man... 8) 8)

perfect documentation of what is going on with that little hairy monsters.
Allways one step ahead because of the skills they got from the start.

In our league there´s a dwarf team with 6 doubles after 10 Games.
One runner has got Ma7 and dodge, so who is slow here....
Everyone in this team counts as a starplayer for me.

I like the idea with diving tackle for linedwarfs. :o
One sidestep lino is a nice feature too..

greetings to you, wherever you come from. :wink:

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