CD skill choice...

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Axtklinge
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CD skill choice...

Post by Axtklinge »

Heres how it goes:
Two games (two wins) with 11 players team (2BC, 5CD, and 4Hob), Apo and 2 re-rolls.
My first two skills are for a BC and for a Hob.
For the BC Break Tackle is gona be the choice, as for the Hob I was tempted to go either with kick or Dirty Player BUT those 2 re-rolles could realy use "leader" to back them up.
Any thought on the matter?

One other thing, got 80.000.
One more CD, 1 Hobb a save the rest, 2 Hobbos or else?
(I'm tempted to go with 1 HObbo and save the rest...)

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Axt

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Post by Cloggy »

I would take block first on the BC, since with only 2 rerolls you can't afford to blitz him too much otherwise. For me Break Tackle is alwys the 2nd skill on them.

For the hobgob I would go sure hands, once again because of the reroll situation.

I would save all the cash for now, and depending on the winnings from the next game, get a 3rd reroll or a big guy of your choice.

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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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Post by mlindsay2706 »

Cloggy is right. The first skill on my B.C's is always, definately block. the amount of times ts saved me is immense. Break tackle is always the second skill. Block is much better as the first.

Sure hands for the hobbo, again cloggy is right :wink: With sure hands you wont have to worry bout burning a re-roll on just picking up the ball.

leader is useful, but later on during the game.

How many Chaos Dwarves have you got?

If its four (or less), defo spend the money to get a fifth. If it's 5, mayb spend the money on a sixth, or save up for a minotaur (best big guy C.D's can have imo)

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Post by Cloggy »

WOW, aparently I have found out how to build a CD team.

Now if I also learned how to play them I might even defeat a non-stunty team in my next tournament :oops:

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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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Post by mlindsay2706 »

Cloggy wrote:WOW, aparently I have found out how to build a CD team.

Now if I also learned how to play them I might even defeat a non-stunty team in my next tournament :oops:

:o

i came third in the devon tournament with my evil stunties!

by one touchdown to.... :P

pray to hashut hehe :wink:

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Post by Axtklinge »

Thanks for your replys!

Still on the hobbo skill (and since I only have 2 re-rolls :( ) wouldnt it be wiser to have an "extra" re-roll available to use with any attempt to pick up (or everything else) rather then giving one single player one the chance to re-roll his pick-ups?

(Last night I've played against a team with 4 rer-rolls and man and I reeeealy felt I was short on them...)


Axt

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Post by mlindsay2706 »

you ARE Short lol!

No. Sure hands. With sure hands you get a re-roll every time you attempt to pick up the ball, but with leader, you only get one a half, two in total. Sure hands allows you to re-roll every single time. also if yuo use a leader re-roll you cant use any other team re-rolls that turn. with sure hands you can!

Sure hands all the way lol :wink:

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Post by Tim »

Mutter, mutter, mutter ... :evil:

How can you guys tell him to take block on the BC? Break tackle is the only correct first skill on a BC. What's the difference between a BC and a Black Orc? Potentially 5 more movement. Why throw them away and have a player that can be removed to movment 1 effectively by putting him in a TZ? With break tackle they race to the second and third skill because you can give them the ball if you can risk a turnover on the pickup against slow teams. A BC with Block takes ages to advance, because he's not a great scoring threat.

On the Hobgob, leader is a trait, so it's out of choice. I'd go for the Dirty Player. Once the pitch is empty you have all the time to pick up the ball. Alternatively, kick and sure hands are good skills as well. Kick combines well with the speed of the BC and sure hands is always nice for the important pickups with speedy opponents lurking closeby and for protection against strip ball.

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Post by Coach Alex »

I tend to agree with Tim, but I'm not as exclusive as him about weither or not Break Tackle is THE first skill. I think it's fairly 50-50. I would give one block and the other break tackle ... then alternate. Sure Block is a great skill especially with something like a Bull Centaur, but what use will it be for your crucial blitz if he's stuck because of a stupid ST2 Gobbo ? On the other hand, if he does his blitz and fall because of a block result, you're still screwed ! The only difference is that with BT you actually get the chance to throw the blitz ...

Now for hobbos, Sure Hands as the first skill, then Dirty player or kick, depending of your league. But don't underestimate these guys, when you really need to score, you won't rely on your Chaos Dwarves or your AG2 Bull centaur ...

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Post by Axtklinge »

Well, I'll go for the Sure Hands for the Hobbo then.
I'll have that leader re-roll later.
On the BC I'm quite set on the Break Tackle skill, and I hope that St4 with keep him away from trouble as much as possible.
That and the Armour of course.

How about big guys?
I have 80.000 but I'll spend some of it to buy either another Hobb or another Dwarf (as I only have 11 players yet).
After that I was hopinh to save for the big guy as my league is loaded with heavy hitters.
Both Minotaur and Troll have Pros and Cons IMO.
Whats your tips on this matter?


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Axt
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Post by Coach Alex »

Get your last Chaos Dwarf. It'll stay longer on the field than another Hobbo for sure ... plus now you'll almost have your optimized formation (1 Mino, 2 Chaos Cows, 6 Chaos Dwarves and 2 Hobbos).

Now try to skill your hobbos a little so they can run the ball. At least three of them (two for your normal formation and another one 'cause they break easily ... then eventually a fourth one).

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Post by mlindsay2706 »

big guy wise - minotuar.

imo much better than the troll. Potential strength 6 when blitzing, armour 8, mighty blow and frenzy. the wild animal rule has been updated and is much better than what it used to be.

ive used both in my C.D's teams, and the minotaur worked much better 8)

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Post by noder »

I will take break tacl on the BC and sure hands on the hobgob.

Then i will buy another hobgob to have 12 players and have more players able to play the ball.

Next time, i will save money to buy the mino. and i would take block on the other BC.

I think that 5 Cd is enough on the pitch and 3 hobgob is a great to play the ball, try to foul, and run the pitch to help your CD to blok.

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Post by grotemuis »

Coach Alex wrote:plus now you'll almost have your optimized formation (1 Mino, 2 Chaos Cows, 6 Chaos Dwarves and 2 Hobbos).
wouldn't call it that, you need at least three hobgob's on the pitch at all times for the extra movement.

for bulls first one with break tackle to have a safety, then one with block as a lightning rod to the opposition. with str4, block, av 9 and thick skull he can take some punishment and hold up about two to three guys when you run in your hobgob with sure hands to score.

take the mino over the troll. I used to be a strong advocate for the troll, but seeing two casualties per game by a minotaur has changed my mindset in this area :wink:

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