Guard <-> Mighty Blow

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Longbeards choice #1 on a normal skill is

Mighty Blow
11
13%
Guard
70
82%
Something else (explain below)
4
5%
 
Total votes: 85

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Guard <-> Mighty Blow

Post by Mestari »

I just played a game of dungeonbowl against another dwarf team with my dwarves. He had favoured MB over Guard and I had favoured Guard over Mighty Blow when choosing skills.
I won the game and I won the casualties (2-0). Naturally, a single game doesn't prove anything (he had a 9 points higher TR), but still...

...to me the choice is clear:

MB promises:
"If you get a bit lucky, I'll help you get the numerical advantage"

But Guard gives you the advantage without having to first get casualties or KO's. Even though you might argue that the second skill is reached faster with MB, I'm not so sure - with Guard around, you'll get better blocks all the time, thus increasing your chances to get casualties. Also, the instant advantage given by Guard really helps you win games more than MB does. This is because MB doesn't increase the odds of casualties and the like that much.
With the MA and AG that the linedwarves have, the ease of arranging those 2-die blocks with Guard is a must.

That's the way I see it. Tell me what you think, what is the best way to develop the line-dwarves.

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Post by Zombie »

I voted for guard, but if we were playing with the stupid and unbalanced new pilling on rule, i'd be voting for that skill.

With the 3rd ed version that we still use and that makes 1000 times more sense, it comes just after the two above in terms of power.

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Post by Harleqin »

I was a bit put off by this so I voted for something else. As I see it it is best to alternate. Guard gives you the ST4 that is really useful, but MB allows you to penetrate the armour. Of course it is of little use against another Dwarf team, but against AV8 or AV7 teams the MB is really making a difference in keeping them on the ground. I expect if you both played the same Skaven team next you would see some very different results with him having the upper hand over your Guard.

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Post by sean newboy »

I voted guard, tho stand firm would be the double of choice.

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Post by Munkey »

I have an old Dwarf team where nearly all the longbeards had Stand Firm and Guard, this made it incredibly hard for an opponent to penetrate my running formation and equally allowed me to be the strongest defensive team in our league.

If I rolled a choose I would pick Dodge just to make the player a bit harder to take down. Mighty Blow was my third skill choice but none of my longbeards quite got that far.

Of course now stand firm is much harder to get but if you get a choose is still well worth considering.

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Post by Zy-Nox »

GUARD
simple aint it, when you have 6 of these guys on the pitch :lol:

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Post by Mestari »

After I get my third Guard, the next skill will be Piling on, just to have someone to specialise on whacking people up. Still, I agree with Zombie about whether the skill makes any sense... it doesn't, but I've this feeling that it isn't going to change in the upcoming rules review.

My first Guard Longbeard got MB after the game yesterday - he's up to 19 points now. Granted, he has gotten 3 MVP's already :(
3/8 MVP's to the same guy... I could have 3 linedwarves with Guard for that... :/

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Post by Thadrin »

I voted something else...why? because I think one or the other is a slightly blinkered way of thinking.

If any of my flamin' longbeards ever get more skillsthen I'll be going Guard, because I have three MBers on the team now (both Slayers and a Longbeard) but there are arguments for both and a mix of the two is definately the way to go. The two skills are ALWAYS the first two skills though. Doubles you go Stand Firm or Dauntless.

If you REALLY had to press me for an answer I'd probably go for Guard considering the havoc just one guard let me cause at T5, whereas my current league team I went the MB route and my LBs aren't developing fast enough for my liking. That said, all three who have gained skills got doubles.

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Post by Mestari »

Ok maybe I should change the question into "the #1 choice for the first 2-4 longbeards". I'm not planning to have Guard on everyone, but I feel I need three or four of them before I start thinking something else.

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Post by voyagers_uk »

sorry Guard all the way.....

Once I had 4-5 of them in my 16 I dominated the division, now I have 9-10 players with it and i just rule any ruck anywhere on the pitch.

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Post by SixFootDwarf »

Guard. Period.

MB MIGHT help you through the armor, and it MIGHT help you injury guys more. But if you roll a 3 for armor, it's a wasted skill. You break his armor and roll a 4 to injure, it's a wasted skill.

Guard is never wasted. Never ever. (well, unless the guy is all on his own...then it's YOUR fault. :D ) Works on offense AND defense. MB can wait, bro...

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Post by The_Wicked »

Get them Guard an run 'da cage'! I guess you play for winning the game and that's the way to go for it!

Mighty Blow is sooo cool, but be patient: With a 'guarded' cage at your opponents touchdown line you have a lot of time to hand off the ball to a Guard-Lineman. With the SPP earned in this way you shoud be able to get Mighty Blow in times.

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Post by Korhil »

Guard

Do you mean there are some people that consider some other skill for a Dwarf on a non-double?!?!

WEIRD

---Korhil

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Post by Ancalagon »

Korhil wrote:Do you mean there are some people that consider some other skill for a Dwarf on a non-double?!?!
:lol: I rolled 2+2 yesterday on a LB... waht should I choose? stand firm? diving tackle? guard?

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Post by Korhil »

On a double:

StandFirm

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