Dwarf Blocker Doubles discussion

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Cramy
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Post by Cramy »

skatingtortoise wrote: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.
Agreed for Tackle and Diving Tackle. If it causes a turnover and prevents your opponent from scoring, it's much better than standing there watching your opponent run away free. It can win you games.

And the fact that it will help you dictate play is huge for CDs or Dwarves. Get a couple of these guys if you can if playing against lots of finesse teams.

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Post by Snew »

TennBoy wrote:I still can't figure why they gave CD mutations. They didn't need them to be competitive.
I'd guess it's fluffy :puke: and it takes away a little ammunition from peole like me who hate that even Dwarf Linemen are positional players. Just look at the CDs and you'll see. Dwarf Linemen and thralls with 2 poor but strong Blitzers can be competetive.

So whay does the Dwarf team need everyone to come with 3 skills/racials? They don't but it was fluffy from the get-go so it's the way it has to be now. :pissed:

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Joemanji
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Post by Joemanji »

TennBoy wrote:I still can't figure why they gave CD mutations. They didn't need them to be competitive.
CDs took a big knock in LRB 5.0 with losing the Troll on top of 70 re-rolls. It is a nice fluff/modelling thing that doesn't make the team overcompetitive, so I am all for it. :)

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TennBoy
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Post by TennBoy »

Crap I'm gonna hate myself by getting into a fluff arguement.

First off, the chaos dwarfs don't worship the chaos gods. If my memory is right, they worship some Dark Bull God or something like that. They are just as mechanical advanced as the dwarfs they just bind deamons to their warmachines. But I don't recall them ever mutation, but whatever.

Second, if they're going off of fluff (which i hate), why is there no Slaanesh (sp) Dark Elf team.

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Post by PubBowler »

With the mixed opinions on DT, is a good CD muation Prehensile Tail. Less effective sure but not having to stand up after it's used has to be bonus. Oh and disturbing presence if you have a lot of passing teams locally.

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fen
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Post by fen »

First.
*Insert huge rant about specific chaos gods not having a place in BB and should never have one as Chaos Humans should be more important, here*

Second.
But I don't recall them ever mutation, but whatever.
2nd Ed period BB Chaos Dwarfs mutate, something that's noticable on the 2nd Ed CD minis, one has goats legs.
The whole 2nd ed CD team was the Dwarf team, but with some mutants and different star players.

That's where it comes from, pre-Big Hat era and while it may turn out to be an unneeded boost, as a 2nd ed lover I'm content with it. But I'm still not going to play Chaos Dwarfs until I get another 6 of the old CD minis so I can use them as a Dwarf team.

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TennBoy
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Post by TennBoy »

Oh, well then, I guess they do belong in BB with mutations, Never new that about 2nd ed CD. thanks Fen.

I withdrawl my remarks then.

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Joemanji
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Post by Joemanji »

fen wrote:*Insert huge rant about specific chaos gods not having a place in BB and should never have one as Chaos Humans should be more important, here*
Unfortunately, it seems the only two people who want Chaos All Stars over Chaos Humans are the only two people with a vote. :wink: :roll:

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Post by skatingtortoise »

had a game today vs dark elves, 400k TV difference, took 2 bribes and 2 apoths, and only needed 1 bribe. did the ol' 2-1 in the 8th turn strategy, worked like a charm, and i wasnt even stalling, actually going as quickly as i was allowed. only major error was a slayer getting a skull on an unnecessary block, and leaving my runner exposed. luckily (for me) the elf player rolled loads of 1's all at the wrong times, and i recovered.

what ive learned? for one thing i seem to be quite good with dwarfs, after only playing humans and elves long term in the past.

two: i need more guard. a St4 blitzer was a constant pain in the hindquarters until i KO'd the bugger. DT would have been useful in a loose cage, invite him to dodge, and make him pay. although having a DT in a cage would force him to attack the side i wanted him to, or if i had 2 DT'ers, make him give up cage-breaking altogether.
sidestep would have been fun, but not often used as i was mostly up agains 2d blocks. dodge would have been worrth its weight in beer. (my blitzer with dodge never used it)

my team is still in its infancy with only 5 skill rolls (guard on a blocker, block on the runners, and mighty blow and dodge for blitzers) so i still have plenty of skilling to do, and with most of my team with at least 2 SPPs, shouldnt be far off.

to do list:
more guard.
MB for slayers.
fill up roster with blockers.

do you think deathrollers are a worthwhile investment?

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stormmaster1
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Post by stormmaster1 »

On doubles i'd take diving tackle over side-step. Simply because stand firm can be obtained on a non-double and will perform a similar role.

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Post by Darkson »

TennBoy wrote:First off, the chaos dwarfs don't worship the chaos gods. If my memory is right, they worship some Dark Bull God or something like that. They are just as mechanical advanced as the dwarfs they just bind deamons to their warmachines. But I don't recall them ever mutation, but whatever.
http://en.wikipedia.org/wiki/Hashut

Big Hat CD's did mutate (as shown by the tusks), but not very often, and are/were much more stable than other Chaos races.

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Post by DoubleSkulls »

Old WHFB fluff (i.e. 2nd & 3rd ed so aeons ago) also had CDs mutating.

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Post by Darkson »

ianwilliams wrote:Old WHFB fluff (i.e. 2nd & 3rd ed so aeons ago) also had CDs mutating.
Ah, but they were proper CDs, not the Big Hat version.

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Post by Grogmir »

I Have Piling On on one of my Troll Slayers and Juggernaut on the other. I have had much much more effect from the Pile On than the Juggernaut.

It’s a bit of vareity isn’t it, plus TS’s have 5 movement so you still have 2 rather than 1 movement to get up and back in the game.

Plus these are your Big Guy taking down fella’s and the ability to have another pop at the roll can be invaluable.

Plus to use Jump Up you (sometimes) have to make Ag roles, which for Dwarves ain’t good.

Side Step is the number one best skill in the game (after guard perhaps) and should always be taken when availiable IMO.

Oh and Diving Tackle on a couple of Lineman (to protect the flanks) is very nice.

My two Cents.

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Post by Solarhaphaeriom »

I've given two Blockers (and a Troll Slayer) Jump Up. Sure, it's a 3+ roll that might fail, but then you don't have to use it for the block action. If staying on the ground would leave a hole in your defense, just stand up. I tend to have enough dwarves standing around to be fine regardless, though.
At other times the 3 more movement to catch a runaway ball carrier is essential, and of course the real reason to take Jump Up is so you can use Piling On liberally. Add Mighty Blow and your blocker is well on his way to the 4th advance...
Still, Jump Up is by no means a no brainer. It worked decently for me, but I bet so would Dodge (until people get Tackle) or Diving Tackle (if you use it well), or just Guard or whatever you would have given him.

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