The Oathbreakers, Chaos Dwarf progression.
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Yep. Turn the hobs into ball carriers to get inside a cage formed by the dwarf blockers, then put a second cage outside that one with the bulls and other dwarves. Makes a nightmare to try to break into for other teams, especially lighter teams like elves and skaven.
Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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Sound advice everyone, cheers.
As for the team, the game today went well. The first half went badly for both my Chaos Dwarfs and my friend's Undead, and I just managed to score on turn 8. Thankfully the second half was much more in my favour and I scored twice more. I completely understand the trouble of a Minotaur now. I'll keep it for another game or two, but I may end up firing it, as it spent half of one half on the floor, bellowing. Bah.
I did suffer 1 casualty on a Bull Centaur, but thankfully it only suffered missing the rest of the game. I caused 3 casualties, but all of them only caused missing the rest of the game. On the plus side, Fhardrakk Freezehand, my favourite player and second Bull Centaur, got a strength advance, a Hobgoblin got a doubles skill advance (Dodge) and another Hobgoblin got an agility advance. Good times.
This means my team is at the following:
Bull Centaur: Block, Break Tackle.
Bull Centaur: Block, Break Tackle, +1 strength.
Chaos Dwarf: -1 movement.
Chaos Dwarf: Guard.
Chaos Dwarf: Guard.
Chaos Dwarf: Niggling injury.
Chaos Dwarf: -
Chaos Dwarf: Guard.
Hobgoblin: Dodge.
Hobgoblin: -
Hobgoblin: -
Hobgoblin: +1 agility.
Minotaur: -
Not too bad over all. Also, as I won and had fame, I managed to win 80k after the match (after re-rolling a 2...) putting me at 140k again, and now with a team rating of 159, considering fan factor went up again.
I have to say, as I went in to this game with Break Tackle on both Bulls, it really helped. I still believe Block to have been more useful as a first skill in this league, as everyone tries to attack them, but being able to dodge on a 2+ (or better for my second Bull now...) is certainly useful. I guess from this point on I'll try to have the +1 agility Hobgoblin score to build him in to a proper ball carrier.
As for the team, the game today went well. The first half went badly for both my Chaos Dwarfs and my friend's Undead, and I just managed to score on turn 8. Thankfully the second half was much more in my favour and I scored twice more. I completely understand the trouble of a Minotaur now. I'll keep it for another game or two, but I may end up firing it, as it spent half of one half on the floor, bellowing. Bah.
I did suffer 1 casualty on a Bull Centaur, but thankfully it only suffered missing the rest of the game. I caused 3 casualties, but all of them only caused missing the rest of the game. On the plus side, Fhardrakk Freezehand, my favourite player and second Bull Centaur, got a strength advance, a Hobgoblin got a doubles skill advance (Dodge) and another Hobgoblin got an agility advance. Good times.
This means my team is at the following:
Bull Centaur: Block, Break Tackle.
Bull Centaur: Block, Break Tackle, +1 strength.
Chaos Dwarf: -1 movement.
Chaos Dwarf: Guard.
Chaos Dwarf: Guard.
Chaos Dwarf: Niggling injury.
Chaos Dwarf: -
Chaos Dwarf: Guard.
Hobgoblin: Dodge.
Hobgoblin: -
Hobgoblin: -
Hobgoblin: +1 agility.
Minotaur: -
Not too bad over all. Also, as I won and had fame, I managed to win 80k after the match (after re-rolling a 2...) putting me at 140k again, and now with a team rating of 159, considering fan factor went up again.
I have to say, as I went in to this game with Break Tackle on both Bulls, it really helped. I still believe Block to have been more useful as a first skill in this league, as everyone tries to attack them, but being able to dodge on a 2+ (or better for my second Bull now...) is certainly useful. I guess from this point on I'll try to have the +1 agility Hobgoblin score to build him in to a proper ball carrier.
Reason: ''
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This is a common opinion but not one I share.Xanthier wrote: I have to say, as I went in to this game with Break Tackle on both Bulls, it really helped. I still believe Block to have been more useful as a first skill in this league, as everyone tries to attack them, but being able to dodge on a 2+ (or better for my second Bull now...) is certainly useful. I guess from this point on I'll try to have the +1 agility Hobgoblin score to build him in to a proper ball carrier.
Bulls are most useful when they're mobile. But obviously they block a lot.
So lets look at their turn over odds.
With Block: 1/36 while blocking. 1/2 while dodging. Can reroll both.
With Break Tackle: 1/9 while blocking. 1/6 while dodging. Can reroll both.
That sums up why I'd take Break Tackle first.
They still Block well but now they can dodge.
Reason: ''
Team Scotland Record:
EuroBowl 2009: 3-2-1
Gimmicks>Shennanigans>Everything Else
EuroBowl 2009: 3-2-1
Gimmicks>Shennanigans>Everything Else
- Storch
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I tired something interesting with my Chaos and it worked pretty well for the Minotaur, so I thought I would share. Once you have at least two guards, multiple block becomes awfully fun. Basically, you set him up so the two assists cancel the penalty and you can really clear the line. Obviously all the goodies like block and claws make this even nicer, but it is still usually two two dice blocks. It surprises a lot of people to see dwarves scurry across the line of scrimmage unimpeded.
Reason: ''
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Your team should be set, those are pretty much the ideal skillups 
Fire the -Ma dwarf and replace him. Keep any extra money saved for a new re-roll. The -Ma on the dwarf is a really crippling injury so it needs to go much sooner than the niggler. If you dont have an apoth yet then get one. Consider another hobgoblin perhaps although you can probably do without.

Fire the -Ma dwarf and replace him. Keep any extra money saved for a new re-roll. The -Ma on the dwarf is a really crippling injury so it needs to go much sooner than the niggler. If you dont have an apoth yet then get one. Consider another hobgoblin perhaps although you can probably do without.
Reason: ''
Victim of the Colonel's car boot smash. First person to use Glynn's bath.
Update: the Hartlepool family Glynn now has a virgin bath.
Barney is a clever dog.
Update: the Hartlepool family Glynn now has a virgin bath.
Barney is a clever dog.
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Ah, with numbers it becomes a lot clearer PubBowler, thanks.
Multiple Block on the Minotaur with Guard assists could be quite amusing, I'll look in to that.
My team does have an Apothecary, so no worries there. I may keep the -1 movement Chaos Dwarf for a bit as he goes on the los and doesn't really move at all, but he'll be replaced eventually. I'll possibly get another re-roll and maybe Hobgoblin after my next game, depending on how much I win. I can afford another re-roll now, but I dislike having no cash in the treasury as it's handy to be able to buy back a dead player immediately.
Multiple Block on the Minotaur with Guard assists could be quite amusing, I'll look in to that.
My team does have an Apothecary, so no worries there. I may keep the -1 movement Chaos Dwarf for a bit as he goes on the los and doesn't really move at all, but he'll be replaced eventually. I'll possibly get another re-roll and maybe Hobgoblin after my next game, depending on how much I win. I can afford another re-roll now, but I dislike having no cash in the treasury as it's handy to be able to buy back a dead player immediately.
Reason: ''
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Multiple block on a Big Guy is a great skill. I have it on my Ogre on my Human team. It really helps both offensively and defensively. It really gives the offense a jump start. Frees players up to go downfield. Then on defense, he can really screw up the opponant's cage making.
Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
- Tante Kaethe
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I'm not very keen on Multiple Block (MB) on Big Guys:
1) One 3-dice-Block is better (and safer!) than two 2-dice-Blocks (see below)
2) MB can no longer be used on a Blitz -> you won't be able to use it often
I'm a very conservative player so I won't be doing two 2-dice blocks without Block skill on a Loner-player. Chances for a turnover are 21% and with Loner you can't savely reroll it. On the other hand, a 3-dice-Block without Block Skill only fails in less than 3%.
Cheers
Tante Käthe
1) One 3-dice-Block is better (and safer!) than two 2-dice-Blocks (see below)
2) MB can no longer be used on a Blitz -> you won't be able to use it often
I'm a very conservative player so I won't be doing two 2-dice blocks without Block skill on a Loner-player. Chances for a turnover are 21% and with Loner you can't savely reroll it. On the other hand, a 3-dice-Block without Block Skill only fails in less than 3%.
Cheers
Tante Käthe
Reason: ''
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whitetiger wrote:Multiple block on a Big Guy is a great skill. I have it on my Ogre on my Human team. It really helps both offensively and defensively. It really gives the offense a jump start. Frees players up to go downfield. Then on defense, he can really screw up the opponant's cage making.

I'm all for daring plays and a big fan of calculated risks.... however I think that taking a 20% risk on turning over (not to mention bone head) at the start of your drive is really too much especially because (if I understand you correctly) you are only squashing LOS players in any case... and they arent normally a problem to knock down.
Reason: ''
Victim of the Colonel's car boot smash. First person to use Glynn's bath.
Update: the Hartlepool family Glynn now has a virgin bath.
Barney is a clever dog.
Update: the Hartlepool family Glynn now has a virgin bath.
Barney is a clever dog.