YBBL2 Dwarfs

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darren woodward
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Post by darren woodward »

2 more wins with the Dwarfs over Orcs and Skaven

The team as as follows:

Runner - BLOCK [6/4]
Runner - BLOCK [skill]
Blitzer - GUARD
Blitzer
TS
TS
Blocker - GUARD [skill]
Blocker - GUARD
Blocker
Blocker
Blocker
Blocker
Apoth
RR3
Cash 140

+1MV or +1AV on the first Runner? I'm tempted to go for the movement but then how to develop him? KOR next?

Runner 2 - i was going to give him KoR but i'm now thinking about making him a Safety type and going for Strip Ball (then Tackle)

Blocker - MB? I'm using the 2 Blocker Guarders as ILB types until i can get more Guard on the team

Cash - keep for the inevitable casualty on the Positionals or take the 13th man [Blocker]?

Thanks , d

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Post by voyagers_uk »

Take the MA on the Runner, then KoR or maybe even Shadowing

Strip ball on the second is a good choice, then you could not follow up and use Surehands to scoop the ball up

save the cash for now.... build up your bank account.

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darren woodward
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Post by darren woodward »

voyagers_uk wrote:Take the MA on the Runner, then KoR or maybe even Shadowing

Strip ball on the second is a good choice, then you could not follow up and use Surehands to scoop the ball up

save the cash for now.... build up your bank account.
Cheers bud. d

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Post by mattgslater »

Stand Firm on the Blocker. Now you have a noseguard par excellence.

+MA on the first Runner, and rejoice. Fend or Accurate next (Dodge or Guard on doubles; I like Guard, and stick him in the wide zone to protect the cornerback -- that way, he can make maximum use of his speed, but be sure to put him on the scary side, as he's a tempting target). I'd get KoR or Accurate on the second one and use him as a returner/QB. An MA7 Runner is awesome, as it means you have the option to hurry the game a bit against bash teams. Also, if an Agility team pressures you into a turn 5-6 score, having a guy who doesn't have to GFI is potentially a big deal. It also means you can strike deeper into the backfield on defense.

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Post by voyagers_uk »

forgot about the Blocker. agree Standfirm... the NT position is a vital one on early Dwarf teams (And my Falcons)

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Post by PubBowler »

+1MA on a Runner.

Guard on the Blocker, you can't have too much.
Stand Firm is 2nd skill for Guarders but I wouldn't take it first.

Keep the money, you don't need the 13th player, cheap Dwarf inducements (Boomer especially) are pretty good and, in the converse, you don't what to give any more away than you have to.

You might also want to consider getting a 4th reroll, they're cheap and I wouldn't take Leader as Runners need the skills.

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Post by PubBowler »

+1MA on a Runner.

Guard on the Blocker, you can't have too much.
Stand Firm is 2nd skill for Guarders but I wouldn't take it first.

Keep the money, you don't need the 13th player, cheap Dwarf inducements (Boomer especially) are pretty good and, in the converse, you don't what to give any more away than you have to.

You might also want to consider getting a 4th reroll, they're cheap and I wouldn't take Leader as Runners need the skills.

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darren woodward
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Post by darren woodward »

Thanks fellas

A Guarder/SF as a Nose Tackle will be good.

My next game is against the season 1 finalist Elf team. I'll have 580 in inducements

Any advancess on Morg and Flint.?

I'd have liked to have taken a Merc DeathRoller but with no access to Gen Skills and facing a pile of Blodges don't think i'll get much use out of it

Ta, d

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Post by DoubleSkulls »

Wizards are often good... the longer you don't use it the harder it is for him to delay when holding the ball. You might even find Grim better value than Morg - he'll normally get 2 dice against everyone while Morg only gets 2 or 3.

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darren woodward
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Post by darren woodward »

ianwilliams wrote:Wizards are often good... the longer you don't use it the harder it is for him to delay when holding the ball. You might even find Grim better value than Morg - he'll normally get 2 dice against everyone while Morg only gets 2 or 3.
Thanks Ian

Zara, Flint and a Wizz - nice :D

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darren woodward
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Post by darren woodward »

Beat the Elfs last night 2 v 1 and ( 5 v 2 on casualties). He scored a 1 turn TD on the games very first play with the help of a Quick Snap result I killed one of his Catchers on the first Block of my opening drive with a Troll Slayer who skilled up

My opponent only touched the ball once more, on the game's last play

Picked up another 70k in winnings; and took the 4th RR

Runner - BLOCK, +1 MV
Runner - BLOCK, KoR
Blitzer - GUARD
Blitzer
TS - MIGHTY BLOW
TS
Blocker - GUARD, STAND FIRM
Blocker - GUARD
Blocker
Blocker
Blocker
Blocker
Apoth
RR4
Cash 110
TV 1.36M

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Post by voyagers_uk »

Nice one. I might have been tempted to go Stand Firm on the TS myself. avoid being crowd surfed in retaliation.

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Post by darren woodward »

voyagers_uk wrote:Nice one. I might have been tempted to go Stand Firm on the TS myself. avoid being crowd surfed in retaliation.
Thanks - i did think about SF. MB should get him to the next skill that much quicker and i've only been crowd surfed once this season in return. d

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Post by voyagers_uk »

yeah, I know, it's a toss up between the two for 1st skill.

I always find myself using TS's as hunters and they find themselves stranded occasionally.

Mine grit their teeth and hang on, Yours go "GRRRR" and lash out... it all works

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darren woodward
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Post by darren woodward »

voyagers_uk wrote:yeah, I know, it's a toss up between the two for 1st skill.

I always find myself using TS's as hunters and they find themselves stranded occasionally.

Mine grit their teeth and hang on, Yours go "GRRRR" and lash out... it all works
I'll probably go SF on the 2nd TS as first skill - he can then go playing along the touchline

Mind you, i've not done bad on casulaties without the MB so far.

The TS have caused more than their fair share of surfs (which i suppose means they skill up that bit slower) but helps the team no end

I'm starting to get a feel for the little guys and it may suit my style of play. As a friend said "boring, safe, predictable" :D

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