Dwarf team progressing too quickly?!

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

Moderators: Valen, TFF Mods

Nethrag
Rookie
Rookie
Posts: 54
Joined: Sun Jun 04, 2006 5:27 pm

Dwarf team progressing too quickly?!

Post by Nethrag »

Hey all,
I've recently started a new dwarf team in a short local league (LRB5.0 heavily bashy orientated). We have been able to play 6 games so far, there are 4 more games in the regular season and then the top 8 go into quarter finals. So far things have been going very well - I'm top of the league.
Th problem is my team is now potentially a LOT higher TV than a lot of the other teams and some advice on TV management is needed.
The good thing is that when I get to the quarters I'm pretty sure that we're using the "no inducing star players or mercs" rule, however I'd still like to give away as little as possible in terms of cards etc. With this in mind I'd like to ask you how/if to spend the 230k I now have in the bank and what to do with my latest set of skill rolls.
My team is this.

Slayer, Mighty Blow, normal skill roll
Slayer, Mighty Blow
Runner, Block, normal skill roll
Runner, +1Agility (4 points away from 2nd roll)
Blitzer, Mighty Blow, +1Agility
Blitzer Mighty Blow (1 point away from his next roll)
Blocker, Guard, Stand Firm
Blocker, Guard
Blocker, Dodge, -1M injury
3 Blockers with no skills.

4rr, 8FF
Apoth
TV 153

If TV didn't come into it I'd get another blocker and a death roller without a doubt. However in the last game (granted against halflings) I was already giving up 230k of inducements and I was on TV146. Is pushing my team up to TV176 after 6 games really a good idea?!
Thanks

Reason: ''
User avatar
datalorex
Star Player
Star Player
Posts: 595
Joined: Wed Jan 03, 2007 8:38 pm
Location: Georgia

Re: Dwarf team progressing too quickly?!

Post by datalorex »

I think your team looks great and wouldn't worry about inducements. Cards are random and generally aren't worth it IMO. Star Players can be nasty, but you have the team to deal with them. I just wouldn't worry about it. Make your team as good as you can (but don't add more players. You are fine with 12.)

Reason: ''
IONDragonX
Rookie
Rookie
Posts: 49
Joined: Fri Feb 23, 2007 12:19 am

Post by IONDragonX »

I agree with Data here. Don't worry about the inducements. They are designed to be less effective than the actual value. 75% IIRC.
As to what to spend money on. Consider the Deathroller. I know that it only plays one drive but it can be very effective. The trick is to only use it when you are recieving at the beginning of a half. Spend the entire half marching slowly down the field squashing everybody. Just protect the ball and score on turn 8.

Slayer, Mighty Blow, normal skill roll
- go for Multiple Block, he already has Block and Dauntless
Runner, Block, normal skill roll
- Kick Off Return or Dump Off have possibilities
Runner, +1Agility (4 points away from 2nd roll)
- Lucky! get him Pass next
Blitzer, Mighty Blow, +1Agility
- Definitely a future reciever!
Blocker, Guard, Stand Firm
- Stand Firm? It got nerfed so I would have taken Fend instead
Blocker, Dodge, -1M injury
- a -1M Longbeard is worth cutting IMO even if he got a doubles

Reason: ''
voyagers_uk
Da Cynic
Posts: 7462
Joined: Thu Jan 01, 1970 12:00 am
Location: Nice Red Uniforms and Fanatical devotion to the Pope!

Post by voyagers_uk »

for the runner, take leader and ditch a reroll to lower your TV

I would also consider retiring the -1MV Blocker and replacing him

Reason: ''
Image
Ikterus wrote: But for the record, play Voyagers_UK if you have the chance. He's cursed! :P
User avatar
Buggrit
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1442
Joined: Thu Dec 22, 2005 2:38 pm
Location: Leading the G.W.A. Nation!

Post by Buggrit »

If you do get a death roller it won't be long till you have the bankroll to buy a bribe too (which might be a good idea for the finals :wink: )

Reason: ''
Image
G.W.A. NATION!
Most CAS Albion Coast Trophy 2 & 3 Stunty Cup Thrudball 2015 Wooden Spoon Crumb Bowl 2 & NAF Championship 2012

SAWBBL's Cutlery King
Nethrag
Rookie
Rookie
Posts: 54
Joined: Sun Jun 04, 2006 5:27 pm

Post by Nethrag »

thanks for the replies guys. Makes me feel less worried about the inducements anyway (first time we've been using them so I don't really know how good the cards etc are)
The -1M blocker is obv not great - but since he had the dodge skill I figured he'd still be pretty useful for sticking on the los and getting hit by other teams big guys?

Stand firm got nerfed? please explain as I've found that a guard guy you can't get pushed away from where he's standing to be pretty useful so far?

Multiple block on the slayer also looks like asking for turnovers? I need to make 2 3+ rolls per multiblock to suceed in my dauntless rolls? otherwise I'll be throwing 2 dice opponent chooses blocks no? Am i missing something.

I'd really quite like to get the death roller, my only problem with it is that if I get the roller then I've already used my 12th player to replace him when he gets sent off, leaving me down if anyone else gets knocked out etc. Is this a case of trying to kick off to your opponent, then stick the death roller on in the second half hoping that he's not forced on to the pitch at the end of the first? Although buggrit's right and I guess I could petty cash a bribe for the finals - although that gives my TV another kick in the teeth for that game.

Reason: ''
DamianTheLost
Experienced
Experienced
Posts: 148
Joined: Tue Mar 21, 2006 9:26 pm
Location: CPH Denmark

Post by DamianTheLost »

Descriptin from LRB 4.0 "... In addition the doesn't fall over if he fails a dodge roll. Although the player stays on his feet, he must return to his starting square. His action ends immediatly, a turnover however does not take place."

I loved it when my dwarves or flesh golems were dodging never worrying about them falling over. Yes I sure miss that...

However it was a trait back then so only available on a double (which was crap IMO)...

By the way nice team. I'd fire that MV3 blocker, hire nother + the Deathroller - go with 13 players, who cares...

Reason: ''
voyagers_uk
Da Cynic
Posts: 7462
Joined: Thu Jan 01, 1970 12:00 am
Location: Nice Red Uniforms and Fanatical devotion to the Pope!

Post by voyagers_uk »

Nethrag wrote:Multiple block on the slayer also looks like asking for turnovers? I need to make 2 3+ rolls per multiblock to suceed in my dauntless rolls? otherwise I'll be throwing 2 dice opponent chooses blocks no? Am i missing something.
with Guard on a lot of Blockers it becomes a useful skill to have to open a large hole
Nethrag wrote: I'd really quite like to get the death roller, my only problem with it is that if I get the roller then I've already used my 12th player to replace him when he gets sent off, leaving me down if anyone else gets knocked out etc. Is this a case of trying to kick off to your opponent, then stick the death roller on in the second half hoping that he's not forced on to the pitch at the end of the first? Although buggrit's right and I guess I could petty cash a bribe for the finals - although that gives my TV another kick in the teeth for that game.
I wouldn't worry too much about what happens after the deathroller is sent off, by that time you should have used it to knock down/out at least 3-4 of the opposition so only having 11-12 players left on your team is not going to be a problem.

You are one of the most resilient teams in the game due to the starting skills and high TV, this compensates for the inability to effectively outscore opponents by more than 1 on a regular basis.

Nothing Grinds like a deathroller surrounded by Guard Longbeards and Slayers who can multiblock

Reason: ''
Image
Ikterus wrote: But for the record, play Voyagers_UK if you have the chance. He's cursed! :P
Nethrag
Rookie
Rookie
Posts: 54
Joined: Sun Jun 04, 2006 5:27 pm

Post by Nethrag »

Ok thanks for the advice, I'll prob get the deathroller and see how the little dodge guy does in the next game before deciding whether or not to sack him.

I've just found out that my next opponent is going to be vamps, at TV 108. 610k of inducements if I get the death roller for this match!

Reason: ''
User avatar
kano
Veteran
Veteran
Posts: 204
Joined: Mon Jun 19, 2006 10:16 pm
Contact:

Post by kano »

Also Stand Firm was also "nerfed" by there is now Juggernaut to counter it. Grab is a good skill for dwarves too, really helps you control the LOS a lot better. And negates side step, which most agility teams are loaded with. I do the slow grind-it-out drive with the deathroller, and it works pretty well. Once I have the ball in a safe position to score, I use the deathrollers DP since it is going to get sent off anyways.

Flint Churnblade would be a good inducement also to carve up those low av thralls....... :evil:

Reason: ''
Nethrag
Rookie
Rookie
Posts: 54
Joined: Sun Jun 04, 2006 5:27 pm

Post by Nethrag »

Ok - well this will initially sound like a silly question, but bear with me.

I have just rolled my second skill upgrade for my runner with +1Ag.
I rolled a double.
What shall I take?

Initially I was taking dodge and never looking back, however.
I am coming to the end of our season, I am in the quarter finals of the cup. This team will be retired in a maximum of three games time.

My main threat is an orc team with an Ag4, accurate (and leader) thrower.

Is pass block a stupid idea? Ignore the double and take pass to throw to my Ag4 blitzer?
Please remember that this will be the last skill he gets so i'm only concerned about what makes him the best player for the next couple of games not long term.

rest of the team =
Slayer MB and Stand Firm
Slayer MB (2 points off next skill)
Runner Bl, Kick off return
Runner +1 Ag Double roll
Blitzer, MB, +1Ag (1 point off third skill)
Blitzer, MB (1 point off next skill)
Blocker, Guard, Stand Firm
Blocker, Guard
Blocker, Guard
Blocker, Guard
Blocker, -1M, Dodge

Blocker

4rr
0AC
0CL
400k (I really should get around to buying some staff I suppose!)

Reason: ''
voyagers_uk
Da Cynic
Posts: 7462
Joined: Thu Jan 01, 1970 12:00 am
Location: Nice Red Uniforms and Fanatical devotion to the Pope!

Post by voyagers_uk »

My team was at a similar stage once. I have pass block on both a +AG Runner and a +AG Blitzer. if for no other reason than it helps these guys move about the pitch more, as well as the interceptions, which are always nice

Reason: ''
Image
Ikterus wrote: But for the record, play Voyagers_UK if you have the chance. He's cursed! :P
User avatar
Xeterog
Super Star
Super Star
Posts: 800
Joined: Tue Jul 29, 2003 6:58 am
Location: Texas, USA

Post by Xeterog »

Nethrag wrote:Ok - well this will initially sound like a silly question, but bear with me.

I have just rolled my second skill upgrade for my runner with +1Ag.
I rolled a double.
What shall I take?
Dodge...
He'll be your main ball carrier..don't pass the ball unless you have to (and your RR's can usually handle being used on the throw/catch).

In a short league like yours, most teams (I said MOST darn it..not all) probably have only one or 2 tacklers to worry about.

Reason: ''
-Xeterog
Nethrag
Rookie
Rookie
Posts: 54
Joined: Sun Jun 04, 2006 5:27 pm

Post by Nethrag »

yeah I dont think anyones got tackle that didn't start with it lol (very very bashy league).

So dodge over pass block.

Reason: ''
User avatar
Wosret
Experienced
Experienced
Posts: 87
Joined: Thu Nov 24, 2005 11:10 am
Location: Hiding behind my Mummy somewhere at the Dutch Scene

Post by Wosret »

Nethrag wrote:I have just rolled my second skill upgrade for my runner with +1Ag.
I rolled a double.
What shall I take?
How about strong arm

Reason: ''
Post Reply