How many Hobgoblins will I need in a league?
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How many Hobgoblins will I need in a league?
I asked this question over in Newbies, since I'm new to CD, and the answer I got is 5. Does that sound right?
I am putting together my first Chaos Dwarf team. Obviously with a starting lineup that includes 6 CDs and 2 Bull Centaurs, I'll need 3 Hobgoblins to round out an 11 man squad. Beyond that, how many Hobgoblin models will I need? 8 to make a full sixteen man squad, or can I get away with fewer? Also, how many mutation Dwarfs should I model? I'm thinking Claws and one more. Any thoughts would be helpful. Thank you!
I am putting together my first Chaos Dwarf team. Obviously with a starting lineup that includes 6 CDs and 2 Bull Centaurs, I'll need 3 Hobgoblins to round out an 11 man squad. Beyond that, how many Hobgoblin models will I need? 8 to make a full sixteen man squad, or can I get away with fewer? Also, how many mutation Dwarfs should I model? I'm thinking Claws and one more. Any thoughts would be helpful. Thank you!
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Jonathan
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Five sounds about right. Chaos Dwarves will rarely need a deep bench, and you don't want to have too high a Team Value to avoid giving away too much inducement to your opponants when the SPP's start piling onto your Bull Centaurs and Blockers.
Infact, if you find yourself in need of a 14th player I'd probably take a Minotaur. But chances are you'll probably never need one.
~Andromidius
Infact, if you find yourself in need of a 14th player I'd probably take a Minotaur. But chances are you'll probably never need one.
~Andromidius
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- mattgslater
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Six. Hobs are cheap, but running out of them is very bad.
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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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There's no right answer. 5 is safe, 4 can be made to work, and 6 is OK if you have cash and aren't giving up too much TV.
So much of CD comes down to managing TV, and so much of that comes down to the skills you have on your players. Two skills equals a rookie hobgoblin, so you need to understand how developed your hobgoblins are, how developed your league is, and how at risk your hobgoblins really are.
I typically field a minotaur, both bulls, and 6 dwarves on defense, leaving room for two safety/emergency ball handler hobgoblins.
On offense, I typically don't field the minotaur, leaving me with 3 offensive oriented hobgoblins on the pitch.
As attrition happens, I cycle in hobgoblins, but I have rarely ever needed to field 5 at once.
The 6th hobgoblin seems to me ideal if you want to have foul a lot with dirty players, In that case 2 hobgoblin dirty players would be a good idea, and then I would probably carry 6 on my team total...
So much of CD comes down to managing TV, and so much of that comes down to the skills you have on your players. Two skills equals a rookie hobgoblin, so you need to understand how developed your hobgoblins are, how developed your league is, and how at risk your hobgoblins really are.
I typically field a minotaur, both bulls, and 6 dwarves on defense, leaving room for two safety/emergency ball handler hobgoblins.
On offense, I typically don't field the minotaur, leaving me with 3 offensive oriented hobgoblins on the pitch.
As attrition happens, I cycle in hobgoblins, but I have rarely ever needed to field 5 at once.
The 6th hobgoblin seems to me ideal if you want to have foul a lot with dirty players, In that case 2 hobgoblin dirty players would be a good idea, and then I would probably carry 6 on my team total...
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If you are buying a team, I would suggest you buy 8 or 9 Hobgobs.
I have 16 of them, but admittedly I am a BB nutter. (It's fun to play a team of 16 Hobgobs sometimes - not as bad as you would think.)
You need a full squad of 16 players in a CD team (in a league) as the Hobgobs tend to end up in the dugout (and I don't mean in the reserves box...). Also, the CDs are a team that have a natural propensity to foul - this implies a deep bench (lots of Hobgobs to allow for sendings off).
So, you will end up with 7 or 8 Hobgobs on the roster (7 if you take a Cow - I'm not a fan of Cows personally). And don't forget that the Hobgobs are your Journeymen and cheap Mercenaries - you may actually need more than 8 in practice (say 9). But if money matters, 8 will do.
My preferred starting line-up for CDs is:
1 Bull Centaur
6 Chaos Dwarts
6 Hobgobs
3 Re-rolls
You may find that this line-up gets you good early results compared to other starting rosters. Bear in mind that Bull Centaurs are limited in effectiveness until they get Break Tackle (their ideal first skill). In any case, I suggest always starting with 6 Chaos Dwarfs - they are the "engine room" of the side, especially when it starts.
Hope this helps.
I have 16 of them, but admittedly I am a BB nutter. (It's fun to play a team of 16 Hobgobs sometimes - not as bad as you would think.)
You need a full squad of 16 players in a CD team (in a league) as the Hobgobs tend to end up in the dugout (and I don't mean in the reserves box...). Also, the CDs are a team that have a natural propensity to foul - this implies a deep bench (lots of Hobgobs to allow for sendings off).
So, you will end up with 7 or 8 Hobgobs on the roster (7 if you take a Cow - I'm not a fan of Cows personally). And don't forget that the Hobgobs are your Journeymen and cheap Mercenaries - you may actually need more than 8 in practice (say 9). But if money matters, 8 will do.
My preferred starting line-up for CDs is:
1 Bull Centaur
6 Chaos Dwarts
6 Hobgobs
3 Re-rolls
You may find that this line-up gets you good early results compared to other starting rosters. Bear in mind that Bull Centaurs are limited in effectiveness until they get Break Tackle (their ideal first skill). In any case, I suggest always starting with 6 Chaos Dwarfs - they are the "engine room" of the side, especially when it starts.
Hope this helps.
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- mattgslater
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16 Hobs, 5 RR, 1 AC. Actually, that's not bad. AV7 sucks on the LOS, but having 5 reserves is solid....
Of course, it'd be better to take 11 Hobs, 4 Dwarfs, 4 RR... you'll take an average of more than one Cas less.
Not that you should. Just that it's not stupid.
Of course, it'd be better to take 11 Hobs, 4 Dwarfs, 4 RR... you'll take an average of more than one Cas less.
Not that you should. Just that it's not stupid.
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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.
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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Depends on how anal th league is/how dedicated you are.jmw23 wrote:Any thoughts about which mutations I'd want to model onto the Dwarfs?
The last Chaos team we had had 6 mutations, and none of them modelled. In our opinion, it's enough to say "#4 has Claw" as it is to say "#4 has Block".
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Yup, this is usually not a problem.Darkson wrote: The last Chaos team we had had 6 mutations, and none of them modelled. In our opinion, it's enough to say "#4 has Claw" as it is to say "#4 has Block".
If you're worried, you can try using some coloured base rings (like the ones from Impact) to represent the Chaos Dwarf who has Mighty Blow, Clay, Piling On...

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