Dwarf team - tough skill choice

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

Moderators: Valen, TFF Mods

PubBowler
Legend
Legend
Posts: 2073
Joined: Wed Nov 15, 2006 2:41 pm
Location: Glasgow

Post by PubBowler »

ianwilliams wrote:
PubBowler wrote:For the third instance (5+5 on a Blocker): Diving Tackle. Stacks with Tackle and the next pick being Stand Firm these guys keep an agile team from running rings around you. Creates a bag load of turnovers and eats an opponents rerolls. Or they avoid them like the plague and you reap the rewards.
Yep - a couple of blockers with DT is a real pain for the fast teams, and quite annoying against some other teams too.

If you've already got guard I'd take Side step though.
True, it's best with your first advance and then Stand Firm (or Side Step on doubles) second.

Reason: ''
Team Scotland Record:
EuroBowl 2009: 3-2-1

Gimmicks>Shennanigans>Everything Else
User avatar
Tante Kaethe
Emerging Star
Emerging Star
Posts: 361
Joined: Mon Sep 01, 2003 10:43 am
Location: near Frankfurt/Main
Contact:

Post by Tante Kaethe »

First of all, thanks again for your input and the lively discussion :D !

In the end I have taken the +AV on the Slayer as this a really longterm league and I hope it pays off in the long run.

I had my second game last night against against Woodelves and my dice were on fire and I managed to beat them 2:1 (3:0 in CAS). I got 80.000 winnings, a Runner got a normal skill and a Blocker rolled 4+4 :D . I'm thinking to give the Runner Block and the Blocker Diving Tackle. From my 90.000 in the treasury I'm considering to buy 1 additional Blocker (12th player) and a AC and CL each. Team would look like this:

1 Slayer (7 SPP): +AV
1 Slayer (2 SPP): -
1 Blitzer (3 SPP): -
1 Blitzer (0 SPP): -
1 Runner (6 SPP): Block
1 Runner (3 SPP): -
1 Blocker (9 SPP): Diving Tackle
5 Blockers (0 SPP): -
3 RRs, 6 FF, 0 Gold, 1 AC, 1CL, TV 125 (after only two games :o :D ).

Any comments?

Cheers

Tante Käthe

Reason: ''
User avatar
mattgslater
King of Comedy
Posts: 7758
Joined: Thu Dec 15, 2005 5:18 pm
Location: Far to the west, across the great desert, in the fabled Land of Comedy

Post by mattgslater »

I think Side Step is a better bargain on a Dwarf Blocker than Diving Tackle. Block on a Runner is one among several solid choices.

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.
User avatar
DoubleSkulls
Da Admin
Posts: 8219
Joined: Wed May 08, 2002 12:55 pm
Location: Back in the UK
Contact:

Post by DoubleSkulls »

I'd take diving tackle first. Sidestep can come once they've got guard :)

Reason: ''
Ian 'Double Skulls' Williams
kithor2002
Legend
Legend
Posts: 2381
Joined: Tue Jan 14, 2003 9:57 pm
Location: Zurich, Switzerland

Post by kithor2002 »

I would also choose diving tackle here.
12th player is not bad. But I won't purchase an AC or CL now.
You'll have 3 RR and 12 players. Next I'd save my money for the Deathroller as he's fun to play. :wink:

Reason: ''
Member of Team Hellhound at WC II Amsterdam 2011 and WC III Lucca 2015
PubBowler
Legend
Legend
Posts: 2073
Joined: Wed Nov 15, 2006 2:41 pm
Location: Glasgow

Post by PubBowler »

Tante Kaethe wrote: II'm thinking to give the Runner Block and the Blocker Diving Tackle. From my 90.000 in the treasury I'm considering to buy 1 additional Blocker (12th player) and a AC and CL each.
I agree with this plan apart from the AC & CL. The only reason I'd be taking them at this stage is if everyone else in your league had them and were banking on those rerolls.
After two games this is unlikely but you know that better than I can...

Reason: ''
Team Scotland Record:
EuroBowl 2009: 3-2-1

Gimmicks>Shennanigans>Everything Else
Grogmir
Emerging Star
Emerging Star
Posts: 345
Joined: Fri Dec 29, 2006 11:57 am
Location: Brighton, UK

Post by Grogmir »

I would probably take Dodge on the Blitzer. Side Step as a Second choice.
I like D.Tackle on the Linemen as it couples up well with Tackle. (But not over Guard of course).

For the Runner KOS i always my first choice but Block is obviously a fine on aswell. Just my opinion that you have enough block but not enough movement.

Reason: ''
Spike Cup Reading 07 -- Runner Up, DE's. Damn you Lycos!
Conflict south 07 - Winner, Dark Elves.
Brighton BB league runner up 07 - DE's.
Brighton BB league runner up 06 - Dwarves
kithor2002
Legend
Legend
Posts: 2381
Joined: Tue Jan 14, 2003 9:57 pm
Location: Zurich, Switzerland

Post by kithor2002 »

The only pro for the AC and CL is a KO result which is in our house rules.
It's a D6 where AC and CL are added and the winner can choose the player for the MVP. But it's one result out of 16 on the KO table.....

Reason: ''
Member of Team Hellhound at WC II Amsterdam 2011 and WC III Lucca 2015
User avatar
Tante Kaethe
Emerging Star
Emerging Star
Posts: 361
Joined: Mon Sep 01, 2003 10:43 am
Location: near Frankfurt/Main
Contact:

Post by Tante Kaethe »

kithor2002 wrote:You'll have 3 RR and 12 players. Next I'd save my money for the Deathroller as he's fun to play.
Nah, I don't think I'll buy a rostered Deathroller, it bloats my TV too much for what it's worth... I'd rather keep the TV lean and mean 8) and induce the DR as a Merc when I think I need it :D .
Grogmir wrote:For the Runner KOS i always my first choice but Block is obviously a fine on aswell. Just my opinion that you have enough block but not enough movement.
I've thought about KOR but with two Runners with MA6 and Sure Hands I can already cover the backfield quite well while receiving (but I did take it on my Orc Thrower to compensate his MA5). In the past two games I often had to block or blitz with a runner and it also helps defensively when being blitzed by leaping Wardancers or other nasties.

As for the AC and CL, I have found the 3 RRs to be quite sufficient (so I don't have to buy a 4th RR immediately) and ACs/CLs will help me to get one or two RRs on KO-rolls (and also prevent my opponent from getting them).

Cheers and thanks again for all your input :D ,

Tante Käthe

Reason: ''
User avatar
Xeterog
Super Star
Super Star
Posts: 800
Joined: Tue Jul 29, 2003 6:58 am
Location: Texas, USA

Post by Xeterog »

get KOR on a runner...either 1st or 2nd skill (I go for block 1st 90% of the time). MA 6 is fast---for a dwarf. but is average (or slower) for most other teams. You don't have to move towards the ball. KOR will allow you to reposition after a perfect defense or a blitz as well as only have to have 1 runner in back field to retrieve the ball, leaving the other one closer to the LOS.

Reason: ''
-Xeterog
stormmaster1
Star Player
Star Player
Posts: 589
Joined: Thu Jun 02, 2005 3:51 pm

Post by stormmaster1 »

KOR also allows your runner to not just get to the ball easier, but to reach the safety of the cage. Great skill for runners, as dwarfs biggest problem on offence imo is simmply securing the ball soon enough.

Reason: ''
User avatar
Tante Kaethe
Emerging Star
Emerging Star
Posts: 361
Joined: Mon Sep 01, 2003 10:43 am
Location: near Frankfurt/Main
Contact:

Post by Tante Kaethe »

Hi there,

a few games later my Dwarfs are still unbeaten with a record of 3-2-0 :D , although I must admit that I got lucky quite a few times :oops: ...

Anyhow, my second slayer skilled up and rolled a double (2+2) and again I'm really not sure about what to take :roll: . Here's the team:

1 Slayer (9 SPP): [double-2]
1 Slayer (12 SPP): +AV
1 Blitzer (6 SPP): Guard
1 Blitzer (8 SPP): Guard
1 Runner (20 SPP): Block, Dodge
1 Runner (0 SPP): -
1 Blocker (9 SPP): Diving Tackle
3 Blockers (0 SPP): -
1 Blocker (2 SPP): -
1 Blocker (0 SPP): Niggle
3 RRs, 9 FF, 120.000 Gold, 1 AC, 1CL, TV 138

So, please help me deciding what to take for the Slayer (I have an idea what Matt will be suggesting :wink: :D ). Atm I'm leaning towards Diving Tackle (as my DT-Blocker won me games), Side Step or ignoring the double to finally get Mighty Blow on the team.

Furthermore, what should I spend the money on? 3 RRs have been enough for most games but eventually I'd like to buy the 4th RR. I said before that I'm not going to buy a rostered Deathroller but now I have converted and painted such a nice DR that I'll HAVE to buy one regardless :roll: :D - but when? And how many reserves do I need, 12 or 13 + the DR?

Thanks in advance

Tante Käthe

Reason: ''
User avatar
juggler434
Experienced
Experienced
Posts: 64
Joined: Sat Oct 28, 2006 1:55 am
Location: California
Contact:

Post by juggler434 »

Jump up is nice on a slayer, gets him into the fray faster. Side step is also useful to keep them from being pushed into the crowd, since they spend a lot of time on the sidelines.

Reason: ''
Casualty table result: 68-Dead
Reroll with apothecary
New Result: 68-Dead...nuffle hates me
Aliboon
Super Star
Super Star
Posts: 870
Joined: Tue Jan 17, 2006 6:55 pm

Post by Aliboon »

Side step is good cos not only does it prevent you from being pushed out, it also helps you in repositioning to push other players out.

Jump up is pretty good cos it combines well with Piling on, although on an AG 2 player it isn't quite as useful.

Dodge to help his survivability and it helps him reposition as part of a blitz to push players out.

Reason: ''
PubBowler
Legend
Legend
Posts: 2073
Joined: Wed Nov 15, 2006 2:41 pm
Location: Glasgow

Post by PubBowler »

Side Step.

Better than Stand Firm for Frenzy players.

Reason: ''
Team Scotland Record:
EuroBowl 2009: 3-2-1

Gimmicks>Shennanigans>Everything Else
Post Reply