Dwarf Blocker Doubles discussion

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skatingtortoise
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Dwarf Blocker Doubles discussion

Post by skatingtortoise »

just started a new dwarf team, after playing mostly elves and humans its quite refreshing to massacre all who stand in my way :)

something ive not come up against yet though is the question of a doubles on a blocker. my main ideas at the moment are dodge for LOS dwarves, and diving tackle for defensive safeties.

anyone else got any suggestions? in general i think dwarfs have a very narrow choice development wise, compared to other races. with elf linemen they have a plethora of options (giant killer, guard support, deep defender, etc etc), but with dwarfs the options seem very straightforward.
what do other players think of this?

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Post by Duke Jan »

Side-step+guard = pure nastiness

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Post by Urb »

As stated sidestep + gaurd is evil. Diving tackle and tackle is the same vs ag teams. Dodge is not too shabby either.

What is the composition of your league?

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Post by TennBoy »

honestly, if the blocker didn't already have guard, I would say the hell with the double roll and take guard. If he did, then ya by all means pick up side step.

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Post by PubBowler »

I can only echo Side-step and Diving Tackle. I haven't regretted either. And you can always to give Stand Firm after to complete the annoyance.

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Post by kano »

I would definitely not ignore the doubles roll and take dodge or sidestep with the roll. Combined with the guard and tackle, can be very nasty. Cant be pushed to the side to make a hole, and then has to make a dodge roll to get by him. And has to burn a team RR if he fails because of Tackle. Guard is a skill that anyone on the team can take except the runners on a normal roll. Doubles rolls dont grow on trees, got to take them when you can get them..... :)

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Post by Cramy »

kano wrote:I would definitely not ignore the doubles roll and take dodge or sidestep with the roll. Combined with the guard and tackle, can be very nasty. Cant be pushed to the side to make a hole, and then has to make a dodge roll to get by him. And has to burn a team RR if he fails because of Tackle. Guard is a skill that anyone on the team can take except the runners on a normal roll. Doubles rolls dont grow on trees, got to take them when you can get them..... :)
Well, take the double only when useful. ;)

On a Dwarf Blocker though, I'd take it, and take Side Step. Give him guard after. You will not regret it.

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Post by skatingtortoise »

hmm composition, well only 4 regular player including myself, so active teams: my dwarfs, 2x dark elf, Orc, skaven and chaos. goblins and imps coached by me (to help new guys get on their feet) and not so active lizardmen, necromantic, and inactive humans, chaos and skaven

i used to have elves, but decided to retire due to a)injuries and b) wanting something to hurt the dark elf teams, who are running away with the league.

after playing lots of elf and human temas, i must say i enjoy ripping opponents to shreds with dwarfs, who require quite different tactics to play against than other teams.


back on topic, i do like the idea of sidestep, and mixing it with dodge and diving tackle (if i get that many doubles) sounds effective.

what i think i'll go for is first two doubles=diving tackle, as having only one seems a bit pointless. then alternate between sidestep and dodge.

anything inbetween is lots of guard, mighty blow, and stand firm =D

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Post by kano »

If you really want to hurt the elves, take Mighty Blow with your first skill, and then Piling On for the 2nd skill. That is once you have a bunch of guys with Guard....... :lol:

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Post by Robotorz »

Again: Why would you consider anything that puts a dwarf down?

For me playing dwarfs largley depends on having more players on the field and standing than the opponent - this is why I would not take diving tackle or pilling on ever. Hurting is good, and those skills mentioned are decent but:

Dwarfs are a slow team, that gain their advantage from having block and tackle almost anywhere. So reducing the tacklezones, assists and whatsoever realy hurts your team.

For Chaos this might work having a pilling on Guy or some diving tackle spread over your team, but for dwarf I dont think so. Or at least I cant think of a way to use this to my advantage (o:

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Post by browwnrob »

MB + PO in LRB5 gives you a 83% chance (approx) of breaking AV7, so its quite likely you can do at least a stun. a few MB/Grab/Guard/PO longbeards and your opponents are in a world of pain. if you are lucky enough to have a double and then get Jumpup then you have an absolute monster!

If you are playing LRB5 id recommend Jump Up on the double roll, as it combats the one major weakness of Dwarves, low mobility. Its also useful as you might find yourself wrestled down more as teams will take more Wrestle if facing dwarves, leaving you free to roam in your next turn

When I manage to finish a game with my dwarves and roll a double... Ill take Jump Up on LB

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Post by Geoff Watson »

For the very similar Chaos Dwarf Blocker, are the mutations worth taking on doubles?

Geoff.

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Post by Joemanji »

Geoff Watson wrote:For the very similar Chaos Dwarf Blocker, are the mutations worth taking on doubles?

Geoff.
Maybe not in bulk, but one guy with Claw + MB + PO can be a killer, and two is nasty. Other than that Guard is still priority #1, but a sprinkling of Disturbing Presence for 2nd or 3rd skills never hurts.

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Post by TennBoy »

I still can't figure why they gave CD mutations. They didn't need them to be competitive.

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Post by skatingtortoise »

in response to having dwarfs on the floor, i can see how piling on a nd wrestle would put you in a bad position, but diving tackle + tackle runs a good chance of taking down any runner, which means a turnover. also that last ditch tackle can be the difference betwene winning and losing (at least in my experience)

also with DT, you dont have to use it for it to be useful. make sure your opponent knows where he is, and he'll either become another player the opponent has to get rid of, or someone he avoids, meaning you can dictate play.

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