Dwarf Improvement - Unusual Problem
- Xeterog
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True that piling on goes well with jump up, but I like Mighty Blow 1st for him. Slayers only have an AV of 8, so I don't really like them being on the ground much at all.
But Stand Firm is a good choice as well, you can't really go wrong with either one of them
Another one I'd consider, since you probably will blitz alot with this slayer (given that you don't have to roll to use jump up on a blitz) is to get Juggernaut. I like this skill as it allows the slayer to change a POW/SKULL into a push in order to get a 2nd block or to push someone out of bounds. Just remember that you don't have to use the skill, so if you hit someone without block, then you can knock them down as well. It's always nice to have options.
But Stand Firm is a good choice as well, you can't really go wrong with either one of them
Another one I'd consider, since you probably will blitz alot with this slayer (given that you don't have to roll to use jump up on a blitz) is to get Juggernaut. I like this skill as it allows the slayer to change a POW/SKULL into a push in order to get a 2nd block or to push someone out of bounds. Just remember that you don't have to use the skill, so if you hit someone without block, then you can knock them down as well. It's always nice to have options.
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-Xeterog
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There are so much this guy can do and all 4 skills mentioned is great. I am normaly all for the bashing skills mighty blow, piling on, but on this guy I think stand firm and then juggernaugt is the better choice. These skills will impact the game much more than the others. Get migthy blow piling on on some other guys, and use this one to dominate a widezone.
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Block should be excluded from the 'rule of 4'. Otherwise certain teams will run out of good skills to hand out. Linemen, especially - what else are they going to take?
And Runners have Sure Hands? I guess it shows that I'm not a Dwarf player, huh? Pass it is then, followed by Kick-Off Return.
~Andromidius
And Runners have Sure Hands? I guess it shows that I'm not a Dwarf player, huh? Pass it is then, followed by Kick-Off Return.
~Andromidius
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I actually like the idea that it would force people to take more wrestle and possibly juggernaught. I am all for more diversity and LESS GUARD on teams.
I think it sounds like a good idea to keep teams fresher rather than the canned and tryed/tired old skills. A more dynamic game in most regards.
I think it sounds like a good idea to keep teams fresher rather than the canned and tryed/tired old skills. A more dynamic game in most regards.
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- mattgslater
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Re: Dwarf Improvement - Unusual Problem
I've been thinking (and playing Dwarfs), and my mind is changing. Don't take SF on your +ST Slayer in this context.
1 Runner with +AG (15 SPPs)
Pass next, then Block or KOR. Hire another runner ASAP, skill him fast, and get him Block.
2 Trollslayers - One with no skills, One with +ST and Jump Up
Give both MB next, running the rookie at strong safety and the +ST guy at the corner. Then, if nobody gets doubles before the now-rookie gets his 2nd, give him Piling on. Doubles for either is Side Step, and that's your cornerback. Likewise, you can take Stand Firm if you get a Blitzer or Blocker with Side Step.
2 Blitzers - One is +Dodge, the other is +Guard
Follow Guard with other OLB skills, like MB and Grab. Follow Dodge with Stand Firm, or SS on doubles. There's your other cornerback.
6 Linemen - No skills
Guard on the first three, and those guys go to the line against ST3 (one can go to play OLB and protect the ST4 Slayer in the short term, should you face a strength team). Stand Firm on the next two. MB is the first second-skill, but after that it's Grab x up to 3 (save 1 for the Blitzer). If you get doubles, take SS, and count it against your SF quota, so you can get another SF positional.
Get a Deathroller as player #14. Don't sweat TV bloat.MeatLoafX wrote: 1. No Star Players
Man, those rules are Orc friendly. Chaos Dwarf friendly too. And Dark Elves. But you couldn't get me to play Chaos or Lizardmen like that. High/Pro Elves would have a hard time, too.2. When you skill up, you can take any skill a maximum of 4 times on your entire roster.
1 Runner with +AG (15 SPPs)
Pass next, then Block or KOR. Hire another runner ASAP, skill him fast, and get him Block.
2 Trollslayers - One with no skills, One with +ST and Jump Up
Give both MB next, running the rookie at strong safety and the +ST guy at the corner. Then, if nobody gets doubles before the now-rookie gets his 2nd, give him Piling on. Doubles for either is Side Step, and that's your cornerback. Likewise, you can take Stand Firm if you get a Blitzer or Blocker with Side Step.
2 Blitzers - One is +Dodge, the other is +Guard
Follow Guard with other OLB skills, like MB and Grab. Follow Dodge with Stand Firm, or SS on doubles. There's your other cornerback.
6 Linemen - No skills
Guard on the first three, and those guys go to the line against ST3 (one can go to play OLB and protect the ST4 Slayer in the short term, should you face a strength team). Stand Firm on the next two. MB is the first second-skill, but after that it's Grab x up to 3 (save 1 for the Blitzer). If you get doubles, take SS, and count it against your SF quota, so you can get another SF positional.
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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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Re: Dwarf Improvement - Unusual Problem
We have 20 people in our league this season. Only two Orcs (both returning teams), One Chaos Dwarf, no dark elves.mattgslater wrote:
Man, those rules are Orc friendly. Chaos Dwarf friendly too. And Dark Elves. But you couldn't get me to play Chaos or Lizardmen like that. High/Pro Elves would have a hard time, too.
Breakdown: 1 Chaos Dwarf, 1 Undead, 2 Orcs, 1 Human, 3 Chaos, 2 Lizards, 2 Underworld, 1 Norse, 4 Dwarf, 1 Ogre, 1 Woodelf, 1 Slaan
Winner last year was a Norse team (retired).
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Re: Dwarf Improvement - Unusual Problem
High Elves with 4x guard can't lose the guard war to anyone, and can have 6 block players and 4 wrestle players. That really helpsmattgslater wrote:
Man, those rules are Orc friendly. Chaos Dwarf friendly too. And Dark Elves. But you couldn't get me to play Chaos or Lizardmen like that. High/Pro Elves would have a hard time, too.
4X Dodge is painful though, you are guaranteed your opponent will have at least 4X Tackle to counter! But with 4X side step and 4x fend, maybe it's not so bad.
I wonder if high elves might make it in that league after all? Decent armor and no guard disparity (if you can roll enough doubles) speaks to longterm success there.
Maybe you can't get past the heavy skill load of the big 7 though (Humans, Orcs, Dwarves, Chaos Dwarves, Norse, Amazon, Dark Elf)
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- mattgslater
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Norse, yeah. Them too. Woodies would do well in this environment also. And Humans.
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.
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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Norse would have an easy time in this league, since all bar three of their players start with Block. Amazons would be okay as well, since dodge and block are more or less equal overall.
Chaos on the other hand will constantly struggle since they start with no skills at all (bar Horns). Unless the coachs are extremely skilled, don't bank on them being especially good. As it is normally Chaos are underpowered until they can get Block on most of their players and Guard on a fair number as well - in this medium they'll be forever stuck in the 'omgwtf my team sucks' nightmare.
~Andromidius
Chaos on the other hand will constantly struggle since they start with no skills at all (bar Horns). Unless the coachs are extremely skilled, don't bank on them being especially good. As it is normally Chaos are underpowered until they can get Block on most of their players and Guard on a fair number as well - in this medium they'll be forever stuck in the 'omgwtf my team sucks' nightmare.
~Andromidius
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The unusual problem continues...
Now, I'm looking at:
Dwarf Runner - 7 MV, 4 AG - 24 SPPs
Troll Slayer - 4ST, Jump Up, 20 SPPs
Troll Slayer - 9 AV, 10 SPPs
Blitzer - Dodge, 13 SPPs
Blitzer - Guard, 7 SPPs
6 Blockers - no skills, some with SPPs
So, out of 7 skill increases, there have been 4 stat boosts (I actually ignored one 10 go give a troll slayer an Ag skill), two doubles and one normal skill.
I now have $210K though and need to probably either buy another runner or a deathroller.
Last two games were very tough dwarf games where I had only 1 CAS - so I need some mighty blow, etc. pretty bad.
5 games to go in our season - I play Underworld, Lizardmen, Undead, Wood Elves and Ogres.
So - which should I buy - the runner or the roller? My TV is 134 right now.

Now, I'm looking at:
Dwarf Runner - 7 MV, 4 AG - 24 SPPs
Troll Slayer - 4ST, Jump Up, 20 SPPs
Troll Slayer - 9 AV, 10 SPPs
Blitzer - Dodge, 13 SPPs
Blitzer - Guard, 7 SPPs
6 Blockers - no skills, some with SPPs
So, out of 7 skill increases, there have been 4 stat boosts (I actually ignored one 10 go give a troll slayer an Ag skill), two doubles and one normal skill.
I now have $210K though and need to probably either buy another runner or a deathroller.
Last two games were very tough dwarf games where I had only 1 CAS - so I need some mighty blow, etc. pretty bad.
5 games to go in our season - I play Underworld, Lizardmen, Undead, Wood Elves and Ogres.
So - which should I buy - the runner or the roller? My TV is 134 right now.
Reason: ''
- DoubleSkulls
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Runner. Another MA6 AG3 player is crucial although since he's a sub-optimal ball carrier you might find it difficult to skill him up.
I think with the 6,4 & 5,5 on the troll slayers I'd have been tempted by +MA on both. Speed is dwarves biggest weakness and any extra is normally much appreciated. Get them both Mighty Blow on their next skills anyway.
I think with the 6,4 & 5,5 on the troll slayers I'd have been tempted by +MA on both. Speed is dwarves biggest weakness and any extra is normally much appreciated. Get them both Mighty Blow on their next skills anyway.
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Ian 'Double Skulls' Williams
- mattgslater
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Runner. My mind reels at the idea of a Dwarf team with only one Runner. Also, I wouldn't get a Deathroller as player #12: I'd want one more guy first.
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.
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.