Chaos dwarfs against Lizardman
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Chaos dwarfs against Lizardman
Hi!
Can someone tell me how to play against a Lizard Team?
+) How should I positioning my players (my biggest problem) offense/defense?
+) try to kill the skinks?
+) should I allow him to score fast (if he is offense)?
+) some tips?
opponent teamroster:
Kroxigor (Block)
Saurus (Wrestle)
Saurus (Wrestle, Tackle)
Saurus
Saurus
Saurus (Wrestle, Tackle)
Skink(Leap)
Skink(Dauntless, Diving Tackle)
Skink(St+1, Block)
Skink(Side Step)
Skink(Side Step)
Skink(Side Step)
Skink(Kick)
Saurus (Mighty Blow, Block)
RR: 3
FF: 8
Value: 1740000
my roster:
Bull (Block, Break Tackle, Strip Ball)
Bull (AG+1, Block)
Chaos Dwarf(Guard)
Chaos Dwarf(Guard)
Chaos Dwarf(Mighty Blow, Claws)
Chaos Dwarf (Guard)
Chaos Dwarf
Chaos Dwarf(Guard)
Hobgoblin
Hobgoblin
Hobgoblin(Kick)
Hobgoblin(Sure Hands)
Hobgoblin
Minotaur (Guard)
RR: 3
FF: 9
Value: 1690000
Can someone tell me how to play against a Lizard Team?
+) How should I positioning my players (my biggest problem) offense/defense?
+) try to kill the skinks?
+) should I allow him to score fast (if he is offense)?
+) some tips?
opponent teamroster:
Kroxigor (Block)
Saurus (Wrestle)
Saurus (Wrestle, Tackle)
Saurus
Saurus
Saurus (Wrestle, Tackle)
Skink(Leap)
Skink(Dauntless, Diving Tackle)
Skink(St+1, Block)
Skink(Side Step)
Skink(Side Step)
Skink(Side Step)
Skink(Kick)
Saurus (Mighty Blow, Block)
RR: 3
FF: 8
Value: 1740000
my roster:
Bull (Block, Break Tackle, Strip Ball)
Bull (AG+1, Block)
Chaos Dwarf(Guard)
Chaos Dwarf(Guard)
Chaos Dwarf(Mighty Blow, Claws)
Chaos Dwarf (Guard)
Chaos Dwarf
Chaos Dwarf(Guard)
Hobgoblin
Hobgoblin
Hobgoblin(Kick)
Hobgoblin(Sure Hands)
Hobgoblin
Minotaur (Guard)
RR: 3
FF: 9
Value: 1690000
Reason: ''
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I'm not too experienced, but just yesterday, I played Lizards against CDs, so here's my two cents...
Keep in mind that tackle gives his skinks a tough time, so maybe spread your dwarfs along the line. As Skinks pretty easily change the wing in a single turn, even a dwarf that doesn't get to hit anything will do some good. Still, be careful if you don't get to hit the sauri first, as wrestle screws up this tactic.
As it looks like your centaurs are rather scorers than blockers, keep 'em running and blitz your way into the other half when time has come. By operating in pairs they should be well prepared if one of the sauri manages to conter-blitz. Still - don't underestimate Skinks, they're quick and might hold you just long enough 'til that vengeful Saurus catches up...
Other than that I'd mainly try to keep the skinks stunned, KO'd or in tackle range and make the lizards a bunch of sitting ducks since the sauri won't be able to make much use of a fallen ball anyway...
-DoT
Keep in mind that tackle gives his skinks a tough time, so maybe spread your dwarfs along the line. As Skinks pretty easily change the wing in a single turn, even a dwarf that doesn't get to hit anything will do some good. Still, be careful if you don't get to hit the sauri first, as wrestle screws up this tactic.
As it looks like your centaurs are rather scorers than blockers, keep 'em running and blitz your way into the other half when time has come. By operating in pairs they should be well prepared if one of the sauri manages to conter-blitz. Still - don't underestimate Skinks, they're quick and might hold you just long enough 'til that vengeful Saurus catches up...
Other than that I'd mainly try to keep the skinks stunned, KO'd or in tackle range and make the lizards a bunch of sitting ducks since the sauri won't be able to make much use of a fallen ball anyway...
-DoT
Reason: ''
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- mattgslater
- King of Comedy
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Exploit matchups, make him pay for not taking Break Tackle (one ST3/Blunty guy is grossly inadequate as a blitzer against all your Guard). Try to mark his Wrestle Sauri with Hobs; yeah, they'll get hurt eventually, but who cares? Keep a Guard Dwarf on the Krox. Send Dwarfs aggressively after Skinks and try to hit his rookie Saurus with BCs and the MB/Claw Dwarf when possible. The Mino can hit anything, and with 1 assist he can take that ST3 guy out. Keep a Dwarf and the Mino on that guy if you can engineer it, but I doubt it.
Kick deep, as he can't throw: he'll get the ball all right, but he'll have to cage up deep. Your lack of Grab means you'll only be able to hit one Skink per turn, and his SS Skinks mean he'll be able to choose which, but no matter. Mark up on his Skinks with Dwarfs every chance you get, and when you must use Guard to block his Sauri off your Guard Dwarfs so they can stick in elsewhere. Marking Skinks with Dwarfs can make him burn TRRs, and that's really what you want: he has only 3 of 'em and has no Catch, so if he burns his TRRs he'll have reduced flexibility. When you get a Wrestle Saurus down, or when he gets himself down, foul!
I know this sounds crazy, but maybe it's a good idea to put a Hob on the line in this context, bookended by Guard Dwarfs. AV7 on the LOS is a little scary, but it means one more Dwarf will be where he needs to be. He doesn't have any Grab or Frenzy, so you can put the Mino and Claw Dwarf right behind the nose, as if to say "Go ahead. Follow. See what happens."
Kick deep, as he can't throw: he'll get the ball all right, but he'll have to cage up deep. Your lack of Grab means you'll only be able to hit one Skink per turn, and his SS Skinks mean he'll be able to choose which, but no matter. Mark up on his Skinks with Dwarfs every chance you get, and when you must use Guard to block his Sauri off your Guard Dwarfs so they can stick in elsewhere. Marking Skinks with Dwarfs can make him burn TRRs, and that's really what you want: he has only 3 of 'em and has no Catch, so if he burns his TRRs he'll have reduced flexibility. When you get a Wrestle Saurus down, or when he gets himself down, foul!
I know this sounds crazy, but maybe it's a good idea to put a Hob on the line in this context, bookended by Guard Dwarfs. AV7 on the LOS is a little scary, but it means one more Dwarf will be where he needs to be. He doesn't have any Grab or Frenzy, so you can put the Mino and Claw Dwarf right behind the nose, as if to say "Go ahead. Follow. See what happens."
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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When I have played with CDs in tournaments, I have always managed to beat Lizzies. I believe this is, in general terms, a favourable match-up in favour of the CDs, but of course you still need to play with care.
The key is to put Chaos Dwarf tackle zones on Skinks at every opportunity. This means that sometimes you will have to mark a Saurus with a Hobgoblin - never mind. There are 2 effects of this: (1) your opponent will lose player numbers as Skinks get mashed, and (2) in trying to avoid this, he will lose team re-rolls fast as the Skinks try to dodge away from Tackle. Either way you win.
With the amount of Guard you have, it should be possible to get 3 dice blocks on Skinks quite regularly.
Your man with Claw/MBlow looks quite important in this match, with the ability to take out Saurus (or even the Krox). If you start by having him block or blitz the Saurus without Block/Wrestle, then this gives you the best chance of getting Saurus off the pitch. Even a few stuns by this guy during a drive will be very helpful. But don't lose sight of the fact that it is the removal of Skinks which will win you the game.
This looks a sub-optimal Lizzie team to me, because it lacks Break Tackle on the Saurus. So you have Saurus and Krox who can only dodge at 5+, and Skinks who can dodge at 3+, but without a Dodge re-roll if marked by Tackle. So to sum up the tactic which will win you the game: mark all his players, Skinks first (with CDs), then mark the other players (Saurus and Krox) with whatever you have left. At one stroke, this negates the main advantage of the Lizzies, which is speed.
Hope this helps.
The key is to put Chaos Dwarf tackle zones on Skinks at every opportunity. This means that sometimes you will have to mark a Saurus with a Hobgoblin - never mind. There are 2 effects of this: (1) your opponent will lose player numbers as Skinks get mashed, and (2) in trying to avoid this, he will lose team re-rolls fast as the Skinks try to dodge away from Tackle. Either way you win.
With the amount of Guard you have, it should be possible to get 3 dice blocks on Skinks quite regularly.
Your man with Claw/MBlow looks quite important in this match, with the ability to take out Saurus (or even the Krox). If you start by having him block or blitz the Saurus without Block/Wrestle, then this gives you the best chance of getting Saurus off the pitch. Even a few stuns by this guy during a drive will be very helpful. But don't lose sight of the fact that it is the removal of Skinks which will win you the game.
This looks a sub-optimal Lizzie team to me, because it lacks Break Tackle on the Saurus. So you have Saurus and Krox who can only dodge at 5+, and Skinks who can dodge at 3+, but without a Dodge re-roll if marked by Tackle. So to sum up the tactic which will win you the game: mark all his players, Skinks first (with CDs), then mark the other players (Saurus and Krox) with whatever you have left. At one stroke, this negates the main advantage of the Lizzies, which is speed.
Hope this helps.
Reason: ''
Smeborg the Fleshless
- Storch
- Emerging Star
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Based on your team and his team here is my advice.
I have played both, so there are some pretty clear weaknesses you can exploit.
First up, you have the guard advantage and he doesn't have break tackle. Put the mighty blow+claws guy front and center and flank him with guards. The idea is to kill sauruses and this setup means the claw can reach someone on the line.
Next up, Keep the skill-less dwarf and the bulls back to intercepts the skinks. The dwarf for tackle and the bulls because they are stronger, just as fast, and have block. Try to get in front of his skink cage and then maneuver the dwarves up the back of the cage.
Watch out for the ST+, Blocking skink as he is likely the default ball carrier. Second on that list is the leaper.
Remember, skinks are fast and can score from just about anywhere. Except the dead and injured box.
Conversely, Sauruses have a miserable time of scoring unless you give him a touchback. Especially with no Break Tackle.
Once there are no skinks on the field, you can take your time grinding down the Sauruses.
I have played both, so there are some pretty clear weaknesses you can exploit.
First up, you have the guard advantage and he doesn't have break tackle. Put the mighty blow+claws guy front and center and flank him with guards. The idea is to kill sauruses and this setup means the claw can reach someone on the line.
Next up, Keep the skill-less dwarf and the bulls back to intercepts the skinks. The dwarf for tackle and the bulls because they are stronger, just as fast, and have block. Try to get in front of his skink cage and then maneuver the dwarves up the back of the cage.
Watch out for the ST+, Blocking skink as he is likely the default ball carrier. Second on that list is the leaper.
Remember, skinks are fast and can score from just about anywhere. Except the dead and injured box.
Conversely, Sauruses have a miserable time of scoring unless you give him a touchback. Especially with no Break Tackle.
Once there are no skinks on the field, you can take your time grinding down the Sauruses.
Reason: ''