Blast from the past: Pro Dwarfs
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- Thadrin
- Moaning Git
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Blast from the past: Pro Dwarfs
Many years ago (according to the thread I found 6) we discussed the possibility of a "pro" Dwarf team. This would be a team with less of the predictable development of the standard Dwarf team.
For some reason the concept came back to me yesterday, with a small twist and I wanted to see what people thought.
0-16 Linemen 5/3/2/9 Block, Thick Skull GS/AP 60k
0-4 Blockers 3/4/1/9 Stand Firm, Jump Up, Thick Skull GS/AP 80k
0-4 Blitzers 5/3/3/9 Block, Tackle, Thick Skull GS/AP 100k
Rerolls = 50k
Seen the twist?
Let me explain why those Blockers have Jump Up.
I see these guys as immovable objects. Jump up does not in fact represent the players bouncing up from the ground, it represents the fact that they never actually fell down in the first place. An oposing block merely dazed them, making them lose their TZ and so forth. It's an abstraction, but if you buy into the concept it is one that works and would give the blockers the slow cumbersomeness the position and strength suggest, but retaining the greater mobility of the team.
For some reason the concept came back to me yesterday, with a small twist and I wanted to see what people thought.
0-16 Linemen 5/3/2/9 Block, Thick Skull GS/AP 60k
0-4 Blockers 3/4/1/9 Stand Firm, Jump Up, Thick Skull GS/AP 80k
0-4 Blitzers 5/3/3/9 Block, Tackle, Thick Skull GS/AP 100k
Rerolls = 50k
Seen the twist?
Let me explain why those Blockers have Jump Up.
I see these guys as immovable objects. Jump up does not in fact represent the players bouncing up from the ground, it represents the fact that they never actually fell down in the first place. An oposing block merely dazed them, making them lose their TZ and so forth. It's an abstraction, but if you buy into the concept it is one that works and would give the blockers the slow cumbersomeness the position and strength suggest, but retaining the greater mobility of the team.
Reason: ''
I know a bear that you don't know. * ICEPELT IS MY HERO.
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Re: Blast from the past: Pro Dwarfs
0-16 Marines 5/3/2/9 Block, Thick Skull GS/AP 60k
0-4 Terminators 3/4/1/9 Stand Firm, Jump Up, Thick Skull GS/AP 80k
0-4 Assault marines 5/3/3/9 Block, Tackle, Thick Skull GS/AP 100k
Rerolls = 50k
Seriously though, I think the roster is overpowered to begin with and would quickly become more so. Compared to the standard dwarf roster there's less Tackle but more movement overall. All players bar 4 on the team would be MV5. Slightly slower than the normal dwarf roster but that is offset by the positioning advantages from those immovable ST4 pieces. The lineman is a good deal compared to the normal dwarf blocker because it costs less and is quicker.
There's no reason why this teams development would differ from that of a normal dwarf roster. The linemen would be ideal candidates for Guard and MB (or actually Guard and SF) and the only thing lacking from those ST3 blockers is Block to make them "complete". Guard would just make them more amazing. They're slow but that's offset by Stand Firm and Jump Up. The blitzers are a bit pricey but you only need Sure Hands on one of them to get on the same level with a normal dwarf offence. The rest make great safeties and blitzers with Tackle.
Perhaps take Block off the linemen for the same cost and Tackle from the Blitzers for a -10k reduction in price?
0-4 Terminators 3/4/1/9 Stand Firm, Jump Up, Thick Skull GS/AP 80k
0-4 Assault marines 5/3/3/9 Block, Tackle, Thick Skull GS/AP 100k
Rerolls = 50k
Seriously though, I think the roster is overpowered to begin with and would quickly become more so. Compared to the standard dwarf roster there's less Tackle but more movement overall. All players bar 4 on the team would be MV5. Slightly slower than the normal dwarf roster but that is offset by the positioning advantages from those immovable ST4 pieces. The lineman is a good deal compared to the normal dwarf blocker because it costs less and is quicker.
There's no reason why this teams development would differ from that of a normal dwarf roster. The linemen would be ideal candidates for Guard and MB (or actually Guard and SF) and the only thing lacking from those ST3 blockers is Block to make them "complete". Guard would just make them more amazing. They're slow but that's offset by Stand Firm and Jump Up. The blitzers are a bit pricey but you only need Sure Hands on one of them to get on the same level with a normal dwarf offence. The rest make great safeties and blitzers with Tackle.
Perhaps take Block off the linemen for the same cost and Tackle from the Blitzers for a -10k reduction in price?
Reason: ''
- Thadrin
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Re: Blast from the past: Pro Dwarfs
Not sure where you're getting the Marine comparison. I assume you're trying to make a joke. Not sure what the joke is though.
Remove Block from the lineman and you have an Orc lineman with Thick skull and S access but 1 less AG, costing 10k more. This, pretty obviously, would suck. As is he's a slower, less skillful but much tougher Norse lineman. I could see maybe losing the S access, but really I think it's built and costed correctly.
The Blockers are Black Orcs with less movement and Agility, but with some useful skills to counter. They should MAYBE be 90k. Don't see them racking up SPPs very fast though. To get the Only skill they apparently need is going to take a LONG time.
The development of the team MAY be similar to that of a astandard Dwarf team, but I think it provides scope for more varied strategies, thanks to the improved all-round speed, even taking into account the removal of the Passing skill access.
Remove Block from the lineman and you have an Orc lineman with Thick skull and S access but 1 less AG, costing 10k more. This, pretty obviously, would suck. As is he's a slower, less skillful but much tougher Norse lineman. I could see maybe losing the S access, but really I think it's built and costed correctly.
The Blockers are Black Orcs with less movement and Agility, but with some useful skills to counter. They should MAYBE be 90k. Don't see them racking up SPPs very fast though. To get the Only skill they apparently need is going to take a LONG time.
The development of the team MAY be similar to that of a astandard Dwarf team, but I think it provides scope for more varied strategies, thanks to the improved all-round speed, even taking into account the removal of the Passing skill access.
Reason: ''
I know a bear that you don't know. * ICEPELT IS MY HERO.
Master bleater. * Not in the clique.
Member of the "3 digit" club.
Master bleater. * Not in the clique.
Member of the "3 digit" club.
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- Da Cynic
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Re: Blast from the past: Pro Dwarfs
I was waiting for teh Devastator 6 3 3 8 Pass, Dump Off
actually Thads I like it, if a mod could be put into the PC game I would happily give these guys a turn...
actually Thads I like it, if a mod could be put into the PC game I would happily give these guys a turn...
Reason: ''
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Re: Blast from the past: Pro Dwarfs
Sir I don't see your sigium where you can increase one guys stat by 1 for the shooting (passing) also where is the Str 9 drednaught and the griff oberwald statted captain who also has a skill called relic of the team.voyagers_uk wrote:I was waiting for teh Devastator 6 3 3 8 Pass, Dump Off
actually Thads I like it, if a mod could be put into the PC game I would happily give these guys a turn...
Reason: ''
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Re: Blast from the past: Pro Dwarfs
I'm not fond of the idea of another dwarf roster (I'd cut elves and undead down to two each
) but looking at it, the linemen seem like they should still cost 70k, they might have lost tackle but they gained mv and jump up being used to represent something sorta conceptualy similier doesn't work for me. Those complaints said, it doesn't look overpowered (actualy looks kinda like an orc team, more block and beginning tackle but less movement and agilty and no troll) but I'm not sure how much difference it would make to how predictable the development would be, guard would still be the first skill on the linemen, blockers would probably be block and then guard. The Blitzers are the only ones that are more unpredictable but that's only because you'd probably develope two of them along the same lines as Runners.

Reason: ''
- GuppyShark
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Re: Blast from the past: Pro Dwarfs
Unfortunately, what would happen is that they'd all end up falling down voluntarily because they have normal access to Piling On and already start with Jump Up....Thadrin wrote:0-4 Blockers 3/4/1/9 Stand Firm, Jump Up, Thick Skull GS/AP 80k
Seen the twist?
Let me explain why those Blockers have Jump Up.
Reason: ''
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Re: Blast from the past: Pro Dwarfs
Surely a 4+ roll to jump up means they won't get too much bang for their buck.
Reason: ''
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- mubo
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Re: Blast from the past: Pro Dwarfs
I don't think I'd rate tackle as 10k better than +MA. I think the S access would make up for lack of block as Ullis said.Thadrin wrote: 0-16 Linemen 5/3/2/9 Block, Thick Skull GS/AP 60k
~
If another dwarf team is your thing, why not have rostered SWs as the gimmick rather than S4 JU blockers?
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- Joemanji
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Re: Blast from the past: Pro Dwarfs
Indeed, that would be a good way to go.mumbojumboist wrote:If another dwarf team is your thing, why not have rostered SWs as the gimmick rather than S4 JU blockers?
0-16 Linemen _ 5 3 2 9 _ Block, Thick Skull _ 60K _ Gen access only
0-2 Blitzers
0-2 Runners
Chainsaw
Bomber
Deathroller
50K Bribes
The effective SWs are countered by the serious lack of Guard for a ST3 bash team.
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- Da Cynic
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Re: Blast from the past: Pro Dwarfs
way too much worse, when compared to Orcs
I would rather play with orc Linemen than those blockers...
I would rather play with orc Linemen than those blockers...
Reason: ''