Chaos Dwarf Tourney Team!

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mlindsay2706
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Chaos Dwarf Tourney Team!

Post by mlindsay2706 »

We have a small, local tourney soon (i wont be going newquay bowl :cry: ) and im taking my CD's.

we have a starting million to spend, then 200000 extra. sounds weird i know, but heres how it works. you must spend the 1million on a team. must all be spent. any left over is wasted.

the extra 200,000 is then spent on anything else, including skills in a sense. what is being done is you roll on the skill table for a player of your choice, then the skill increase value you take off the 200K. example: i roll for a CD and get a 3 and a two. thats a skill, so i take guard. this increases his value by 20,000 so i have 180,000 left. get it?

so my team is:

4 Hobgoblins.
2 Bull Centaurs.
5 Chaos Dwarves.

2 Re-Rolls
2 Fan Factor.

what do you guys think i should take skills wise? im thinking:

Block on bulls
Guard/MB on Chaos Dwarves
Sure Hands Hob's/Block

but thats just single skill wise. what about doubles? i think i can say stat increaes il take. any help on the starting team or ideas on what skills to take is great guys, thanks alot

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Post by mattgslater »

It sounds like you can clean up because you don't care much about improvement quality. In fact, don't even roll; you should even ignore +ST rolls, though I could imagine replacing the SH and one of the other skills below with +AG if I rolled it on a Hobbo. Even then... nah. In a league, doubles and stat bumps are mostly great, but in this format you should pass on anything that costs more than 20k. Since extra costs are food out of your mouth, doubles and stat increases have negative net value.

5x Hobbo: 200k
5x CD: 350k
2x BC: 260k
3x RR: 210k
Total: 1,020,000

All of the following:
2x BC w/Block
1x Hobbo or CD w/Kick
1x Hobbo w/SH
3x CD w/Guard

And one of the following:
2x CD w/Stand Firm or
2x Hobbo w/Block or
1 ea. Hobbo w/Block, CD w/Dauntless

If 2 RRs is enough for you, buy an Apoth and an extra skill instead (a second SH on a Hobbo is a worthwhile investment if you've only got 2 re-rolls). If you'd rather have 13 guys, get a Dwarf for the same price.

Don't bother with MB. It's a good skill in a league, esp. on teams that can get it in fat multiples, but you can't really afford that.

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Post by Grumbledook »

1 mino
1 bull
6 dwarfs
4 hobbo
3 rr
1 ff
1 coach
1 cheerleader

5 skills

block on the bull
4 x guard


I think that adds up to 1.2m

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Post by datalorex »

Grumbledook wrote:1 mino
1 bull
6 dwarfs
4 hobbo
3 rr
1 ff
1 coach
1 cheerleader

5 skills

block on the bull
4 x guard


I think that adds up to 1.2m
You can't do that according to the rules of the tourney. you have to spend 1 million or more on buying players, RR, and FF, and then you have 200,000 to spend on skills. So at most you can skill up 10 players, right? And you'll have even less than that if you take any stat increases or double rolls.

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Post by mepmuff »

Can you stack skills on one player? If so, you might want to start with rolls for players who benefit from a double/normal skill combo. As an example you could start by rolling for the hobgobs and if you roll a double for one, take the sneaky git and roll again to give him dirty player.

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Post by mattgslater »

datalorex wrote:
Grumbledook wrote:1 mino
1 bull
6 dwarfs
4 hobbo
3 rr
1 ff
1 coach
1 cheerleader

5 skills

block on the bull
4 x guard


I think that adds up to 1.2m
You can't do that according to the rules of the tourney. you have to spend 1 million or more on buying players, RR, and FF, and then you have 200,000 to spend on skills. So at most you can skill up 10 players, right? And you'll have even less than that if you take any stat increases or double rolls.
Minotaur: 15
BC: 13
6xCD: 42
4xHG: 16
FF: 1
3xRR: 21
AC: 1
CL: 1
= 110
+5 skills
= 120
What's the problem? He spends a million on his team, plus 100k, and then spends 100k on 5 skills. Unless a particular team race REALLY gets GREAT mileage out of a double or lucky stat increase, using these rules, you'll do better off by just taking normal skills.

Can you roll SP rolls out, then decide what to take? For example, if I got doubles on one CD, I'd just ignore it, but if I knew I had doubles on two before I had to pick any skills, I'd give them both Side Step and watch the fun.

Also, am I correct in assuming only one roll per player?

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Post by Grumbledook »

yer whats wrong with my suggestion ;o

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Post by mlindsay2706 »

datalorex wrote:You can't do that according to the rules of the tourney. you have to spend 1 million or more on buying players, RR, and FF, and then you have 200,000 to spend on skills. So at most you can skill up 10 players, right? And you'll have even less than that if you take any stat increases or double rolls.
Thats true. however im thinking of using MattGSlaters idea, just changed to fir the rules:

4x Hobbo: 160k
5x CD: 350k
2x BC: 260k
3x RR: 210k
2X FF: 20K
Total: 1,000,000

then I have 200K on skills left. Right here we go:

- You CAN stack skills on players
- You can roll as many times as you like for a player
- Its a tourney/mini league idea. So what happens in game one continues to game two, example: a hobo dies in game one, so i have one less hobo in game two. I get a skill roll in game one, i keep the skill for game two

get the idea? i think im gonna need an Apoth for this. LRB5 btw.

- also, you have to decide on the roll. so if i roll a double, i have to decide to take it then and there or not. i cant keep rolling to see if i get more.

Keep it coming guys, this is all great help. this format's different for me in tournys so im not sure. Apoth a must?

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Post by Cramy »

I would definitely not go for the Apoth in an LRB5 tourney, especially not with CDs. Yes, the Hobbos are fragile, but IMO there are better things you can buy with that 50k. 50K is a strength increase, or an AG4 Hobbo with 10k left ... I'd prefer that.

Or as others suggested, I'd try to stick to non-doubles skills so that you can give as many skills as possible to your players in this format. That woud be 10 skills. 5 CDs with guard. One Hobbo with Sure Hands and block. Block and/or Break Tackle on the Bulls. Something along those lines. I would not build a Sneaky Git / Dirty Player Hobbo. That's 50k for a fouler. To me, that has limitted value in a tourney.

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Post by Digger Goreman »

I'm torn, but tentatively agree with Cramy on building a "fouler".... On the one hand it would help you in your on-field cause to remove players... on the other foot, since injuries are lasting, every casualty caused just helps the next guy in line... we've experienced this, time and again, in League play and are constantly thanking the last team for the good fortune of not having to face Werewolves, Wardancers, Trolls, Ogres, etc....

Then again... fouling is just sooooo much fun when you don't get caught! :D

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Post by Grumbledook »

I take it then you are rolling the skill rolls at the tournament ?

for the record chaos dwarfs don't really need any doubles skills for tournaments

block on the minotaur maybe but juggernaut isn't a bad substitute

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Post by mepmuff »

Just to clarify: the dirty player sneaky git was just an example. Personally I'd be tempted to put quite a few skills on just a few players, especially with a team that has some nice starting skills on them.

Btw: As you stated things stick from game to game, are inducements allowed? In that case you might want to drop the fan factor to keep your TV down an inch.

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Post by mattgslater »

So it's 1 mil and 200k, and never the twain shall meet. In that case, rolls aren't necessary; you should never take anything but a normal skill until the league begins.

Do you get winnings? If so, you don't need 12 players. If not, you need 12 or 13 players. Either way, these rules seem to call for an Apothecary, as you will have fragile guys worth 6 or a couple of really expensive guys, but maybe you can buy one after the first game.

So you can stack multiple rolls on one guy and your guys continue to get SPP, huh? That changes everything. Do your guys start off at the minimum SPP required for the rolls? If so, you should NOT increase ANY Hobgoblins or Minotaurs at all, and instead dedicate the improvements entirely to your Chaos Dwarfs and BCs, so you'll have a maximum number of early improvements.

If, on the other hand, improvements don't count towards SPP, maybe you should give Block to each of at least 4 Hobbos and both BCs, then stack Sure Hands on one of the Block Hobbos and Guard on 3 of your CDs. Or, alternately, give 5 CDs Mighty Blow, give both BCs Block and Mighty Blow, and give one Hobbo SH (since you're earning SPP from 0, Mighty Blow is sick, and you can get enough of it to give everybody a headache).

IGNORE DOUBLES AND STAT INCREASES!!! I know it sounds counterintuitive, but you pay for all of them with the loss of further rolls, so any improvement that costs more than 20k throws your plan off. Once the league begins, this advice no longer applies.

Exception: if SPP are given commensurate to rolls, you may want to roll for your CDs one-at-a-time in case they get doubles (and Side Step). Two CD linebackers with Side Step can make your defense all-but-impenetrable if you use them right. That's not a recommendation, just an option.

DON'T BUFF YOUR MINOTAUR if it'll give him commensurate SPP. You want the opportunity to get and take doubles, and you can't do that effectively with your early rolls, except by paying a penalty. Hell, I'd go even farther and say "don't take a Minotaur." If you do take a Minotaur and you don't get SPP commensurate to your improvements, give him Juggy or something.

If you don't get winnings: 5x Hobgob, 5x CD, 2x BC, 2x RR, 1x Apoth.

If you do get winnings: 4x Hobgob, 5x CD, 2x BC, 3x RR, 2x FF.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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