Re-rolls for Dwarves

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burglarboycie
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Re-rolls for Dwarves

Post by burglarboycie »

Hi all
I am thinking of running a Dwarf team soon for a few games with friends and was wondering how many re-rolls people would advise as I have never even thought of using Dwarves before so really don't have a clue.
The team will be 1m and we will be using LRB6.
Thanks
James

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inkpwn
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Re: Re-rolls for Dwarves

Post by inkpwn »

In the 1.1 league I am in I allways start with 3. But dwarfs are tough and block almost entirely across the board means your blocks will rarely go wrong and you have sure hands on the runners anyway.

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mattgslater
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Re: Re-rolls for Dwarves

Post by mattgslater »

5 Blockers all 6 positionals, 3 TRR, no bank.
Purchases, in order:
Replace dead AG3 players
Hire an Apothecary
Replace dead Slayers
Hire a sixth Blocker
Hire optimum AC/CLs (another thread)
(optional) Hire a Deathroller or a seventh Blocker
(optional) Hire a fourth TRR

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Re: Re-rolls for Dwarves

Post by voyagers_uk »

check out Plasmoid's tactics site for the playbook.

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Long_Bomb
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Re: Re-rolls for Dwarves

Post by Long_Bomb »

I agree with everything Matgslater said. I think the three re-rolls, six position players start is pretty standard for Dwarves. I see AC/CL as bloat on a team to be honest because they can't be relied upon. Dwarfs need few re-rolls anyway and their games should have relativly few kick-offs. I wouldn't go with a fourth re-roll either because of the reliability of Dwarves and the fact that one of your Runners can pick the Leaderskill up if you think you need it and cost you 3 pts less in tv. The Deathroller is difficult to justify but I do currently have one on my league team for the following reasons:

1. The league has alot of bash style teams and few Wood Elves of Skaven.
2. My team is still developing after only five games so I have a fairly low tv.
3. The Deathroller is fun to play.

I will cut the Deathroller before the play-offs, once I have a few more players skilled up.

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inkpwn
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Re: Re-rolls for Dwarves

Post by inkpwn »

In a 1.1 league in two games I have managed 5 touchdowns, 6 casualtys which has given my first runner block and my second runner block leader.
With fairly spread out s.p.p.

I started with all 6 posistionals, 5 linemen,3 rerolls and an apothecary.
Here is a tip... aim for the goblin. They are like dwarf s.p.p candy!

The slayer is the hardest thing to use apropriatly, allways give him at least one assist so if he does dauntless that's 2 dies. If you can without afecting your posistioning give him two v strength 5 players that's great for if the dauntless fails. If you do manage to get a troll or anything else on the floor I recommend being a douche and fouling it near the end of your turn because when it gets back up it hits individual dwarfs like a train.

My two cents.

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Re: Re-rolls for Dwarves

Post by Warpstone »

Long_Bomb wrote: I see AC/CL as bloat on a team to be honest because they can't be relied upon.
I find buying AC/CL is more about re-roll denial than winning an extra RR for yourself. If your game involves putting your opponents into positions that force errors (i.e. Dwarves), then the AC/CL can help make the latter part of a half really fruitful for turnovers.

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