Chaos dwarf defensive setups and other silly questions

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dines
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Chaos dwarf defensive setups and other silly questions

Post by dines »

Hi after two seasons in a perpetual league with dark elves I decided to try something completely different... And after much consideration I chose to try out chaos dwarves. The opponent teams is as following: orcs (new), orcs (3rd season), chaos (3rd), c pact (3rd), skaven (3rd), norse (3rd but rather battered), woodies (2nd), necro (2nd) and finally a fresh pirate team so the team values I'm up against goes from 1000-2100, so finally I'm going to try out some inducements.

The team is most likely going to be like this:
2 bulls
5 c dwarves
4 hobbos
3 rerolls
20k saved for apo

I have really no experience with chaos dwarves and are wondering what defensive setups I should go for. One option could be the classic ziggurat like this:

Code: Select all

- - - -|- - d d d - -|- - - -
- - - -|- - - - - - -|- - - -
- - d -|- x - - - x -|- d - -
- x - -|x - - - - - x|- - x -
But where should I put the bulls? Should I keep them back as safeties so they are free to go where they like in the following turn or should I focus more to protect the hobbos? And what about when I get the last dwarf? Are there more effective/useful setups for the chaos dwarves?

Regarding inducements I have though of the following (cards are not allowed):

Against st teams: apo, wiz followed by either a merc mino (with SF?) or one of the high str stars
Against ag (and other AV7) teams: reroll, wiz followed by stabber/chainsaw and/or apo

Any comments?

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Re: Chaos dwarf defensive setups and other silly questions

Post by mattgslater »

I think development and opposition are the critical elements. That said, I like mine out wide most of the time. High movement and ST make for an awesome winger, as only one assist is available against the winger, and as the winger generally has to either rush or reposition on his first turn. Once he's got Block and SF, it's hard to find a better Zig winger. By contrast, Dwarfs and Minos are slow and Hobgoblins are fragile (besides, one assist is all it takes). Another advantage is that really good Zig wingers almost never get hit.

Bulls on the interior are available to mark, play safety, or assist in formations. They're good midfielders, but really too expensive to play the dedicated blitz-absorber role, and their mobility is wasted if marked. They're kind of wasted as safeties, and you want your Hobs there anyway. Bulls on the wing are better for holding out wide attacks, rushing the ball, pinning down the cage. They can be hedged, but can't really be taken out of the action unless you totally get partitioned up the middle (with Chaos Dwarfs and a Minotaur protecting centerfield, you have no excuses).

Got really soft Hobgoblins? Then you probably want to use them as safeties, because you need to keep them alive if you are to score on defense. In that case, since Dwarfs are so slow, you kind of have to play your bulls wide or just be willing to give up WZ action (okay against some teams, but bad juju against elf, rat, lizard, Human or some Undead/Necro teams). For this reason, you may start with the BCs out wide on your rookie team, then as your team builds move them inside.

How about the Dwarfs? When you get Guard on your first couple Dwarfs, you may find them positioning themselves in different roles against different opponents. Just one Guard guy on the D-line can frustrate an elf team, but even three is of no consequence against most Orcs, so guys who would play on the line in one scenario go into the free positions, far enough up to lend an assist, but backed by a screen so as not to yield a gap if blitzed. It's hard to get the elements of an inverted Zig together, but any similar defense, where the midfielder mans a free spot and protects a "strong" safety on his interior, who actually holds down the important point, a Guard Dwarf and a BC or Mino can be an excellent pairing here.

There's more. If you have a Mino with Stand Firm and two BCs with Block and Stand Firm, you have an outrageous array of potential defensive setups for use against different kinds of opponents (or even different looks to show the same guy repeatedly, if you should be so lucky as to build an effective quick-strike defense out of a bog team). You may also decide to load both Bulls on one side in order to use your Kick Hob, or to take advantage of a numerical edge. Against a slow (no MA7+) opponent, you can ignore the WZs, or at least not worry about getting zones on the wing, so you can use Dwarfs on your flank roles and drop one or both BCs inside with the Hobs, where they can't be marked.

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Re: Chaos dwarf defensive setups and other silly questions

Post by dines »

Thx a lot Matt, gave me some food for thought. I will probably use some kind of zig variant with bull wingers vs faster teams and more central setups vs the slower opponents.

I have two matches against unknown opponents this weekend, so trying to find out suitable inducements in advance. Which of the high strength stars have you guys had most use of? Grashnak for the massive strength, Hthark for the mobile block or Mork just for a bit of both? I guess babes are not that useful with thick skull on both dwarves and bulls.

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Re: Chaos dwarf defensive setups and other silly questions

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Now played three games (1/1/1) - lost against a 1800 TV woodies, where I only managed one KO and no cas even though I induced a wizard, Grashnak (who managed to do a tripple skull and a skull, skull, both down) and nobbla with a bribe. Getting riot when recieving the ball when the opponent has FAME +2 doesn't help either (4 players stading vs 9 is bad)...

I have yet to meet the following teams in an undecided order (TV estimate): skavens (last years champs, 1800 TV), necro (1500-1600 TV??), norse (1900 TV), orcs (1700 TV), chaos pact (2000 TV) and chaos (2000 TV) so the inducements will see plenty of use.

My team:

Bull block (MNG)
Bull
Dwarf
Dwarf
Dwarf
Dwarf
Dwarf
Dwarf
Hobbo
Hobbo
Hobbo
Hobbo (normal skill)

3 rerolls
APO
50,000 gold

So apart from the last reroll, everything has been bought. The mino is too random for my taste and I can allways induce one (or a starplayer) anyways.

Regarding development I have somewhat decided for the dwarves: (guard, mb/sf for 4 of them; mb, po/dauntless/sf (claw) for the last 2) and bulls (block/break tackle, mb/guard/frenzy/sure hands). Regarding the hobbos im a bit unsure what to do. I want to have a dirty player, a sure hands/kor/block guy, a wrestle guy and maybe a kick guy aswell, but don't know in what order yet. If I meet the skavens next, then the dirty player or sure hands will be most likely pick, else I might just pick block/wrestle.

Until now I have used a hobbo as a ball carrier and then tried to hand-off to a bull if I'm in a safe spot near the opponents endzone.

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Re: Chaos dwarf defensive setups and other silly questions

Post by mattgslater »

Toolbox Hobs. Since you're facing a bashy schedule, Kick comes first and Wrestle trumps Block. Sure Hands and Dirty Player are priorities, but which comes first depends on where you're failing the worst. Having two skills in 3 games suggests you're not doing well on offense? If so, maybe SH before DP. If your problem is defense, do it the other way around. Your massive underdog status and full bench make a good argument for fouling a lot, but I'm not sure that's an argument for DP. Maybe....

Skilling Hobs is good for your Bulls. Don't risk it on the handoff unless you're protecting a lead.

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Re: Chaos dwarf defensive setups and other silly questions

Post by dines »

Agree, I need all the toolbox skills and will probably decide in what order when I know which opponent I will meet next:

Kick: Norse, orcs, skavens and probably necro are capable of securing the ball even if I have kick, so that’s not really essential there, but of course nice to have.

Sure hands: Essential against skavens with their AG5 leaping, wrestle, strip ball gutter and nice to have against all other opponents.

Wrestle: Good for opening holes and taking down blodgers – generally useful against all opponents.

Dirty player: Getting an edge in the numbers game seems like a pretty important part of chaos dwarf coaching. I’m not so good at the fouling yet, but will try to get some practice this season :D

Regarding my offense skills I scored once (1-1) in the first game against a new pirate team - all sidestep, so quite different to play against. Was relatively close to scoring twice more, but close is not good enough :( . The TD went to a bull. Second game was against a fresh orc team (2-1) so pretty standard scoring wise and the last TD was by a bull as well. Third game I already described, (1-3) against wood elves, not much I could do there. Two dwarves got mvp's and one hobbo just need a TD for a skill, so several are close to skilling up.

Both times I handed the ball to a bull was when I had a really secure cage/screen near his endzone with several turns left and some unused rerolls. So no, I won't risk too much for the bull TD, but without block and break tackle they aren't that great imo.

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Re: Chaos dwarf defensive setups and other silly questions

Post by mattgslater »

dines wrote:Kick: Norse, orcs, skavens and probably necro are capable of securing the ball even if I have kick, so that’s not really essential there, but of course nice to have.
You're underestimating it. Skaven aren't very vulnerable to Kick (the best you can hope for is to kick shallow to the off-side and hope for a failed pickup), but those other teams have a hard time securing the ball if it goes really deep and/or wide. They can go pick it up, yes, and maybe cage around it, but if your opponent cages deep upfield and needs 20 squares to score, you've already done something important.

Some Orc/Norse teams will try to lock you out on a deep kick and stay behind blitzing range until they can pass or handoff into the cage. This works great with elves and rats, but is a suboptimal strategy for an AG3 Thrower with MA6 or less, unless he has Accurate and Strong Arm, especially with your deep blitzing range (for a bash team). If you can run up and protect a screen between the line and the Thrower to force short passes with Int attempts, he can't get to the cage. That's how you run up the score, and build your players (incidentally, the kicker himself gets the most from this, except maybe the Bulls).

Also, AG3/SH has a 1/9 chance to fail, and if that fails in the +11 row, the drive looks happy for you. That's nine times the odds of failing an unskilled 2d block with a TRR and four times the odds of failing a skilled block without a TRR. This leaves the opponent with the unenviable dilemma of either marking the ball without picking up (pushing the dilemma up a turn), risking a turnover without marking the ball (potentially yielding you a free TD), picking the ball up out of risk-priority order and risking a premature turnover, or stacking the backfield. The latter ensures the cage will form where you want it, makes it hard for him to cover your rushers, and helps your line guys keep their feet if the first couple line-blocks yield pushes.

Of all teams, Norse and Necro tend to be more susceptible to Kick than almost any other (along with Undead, Chaos Pact, Amazons and Chaos Dwarfs). Norse Throwers need several improvements or an AG increase and a couple improvements to be able to consistently thwart Kick. Just KOR and Sure Hands is not really enough to thwart the skill, though the combo sort of helps balance it out. Once they get Accurate, they can beat Kick fairly reliably, but they have to game for it in ways that are probably good for you. Only with +AG and Accurate, or Strong Arm, are they free really to cage up where they want.

Necro can't really afford to build against Kick, but on a deep kick they have the MA on Ghouls and Weres to get back to a cage ahead of the center-back square. However, they don't have the MA on their cage to zoom up or relocate, a necessity if your cage gets attacked before it joins the line. Also, they can't make open-field handoffs safely, and can only QP in safe or garbage conditions. What's more, the fastest guy on the Necro team is also the deadliest blitzer against Chaos Dwarfs, so there's a terrible matchup confluence there, from the Necro perspective. Lots of Undead teams go for a KOR Ghoul, but I've yet to see a Necro team do this: the Ghouls' starting Dodge is too important to waste an offensive skill on, at least when you only have two of them. KOR "passer" Wights can be built, sort of as tougher-but-less-effective Norse Throwers. That's not common, but it does happen.

Orcs have it better, yes, but MA5 Throwers still really have a hard go of it until they get some skills, and again they need doubles or an AG increase, plus a minimum 31+ SPP (KOR, Acc, AG/SA; if he takes Block he needs 51 SPP), in order to be relatively Kick-proof.
Sure hands: Essential against skavens with their AG5 leaping, wrestle, strip ball gutter and nice to have against all other opponents.
Agreed. That's next. Build one Hob (#2) with SH, KOR, Block, in that order. The rest get Wrestle as #2 skills, or maybe even #1 for one guy.

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Re: Chaos dwarf defensive setups and other silly questions

Post by dines »

Agree on the general importance of kick, I was referring to my league when I discarded its use against norse and the developed orc team. The norse has an AG4, accurate thrower and the orcs have one with at least accurate and kor.

You might be right against the necro though. That team lacks the AG4 and/or any passing skills, but they have a MA+ wolf and a ST+ ghoul (with block, not sure if it has sidestep yet) so that could yield different problems...

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Re: Chaos dwarf defensive setups and other silly questions

Post by dines »

Next two games is on sunday: norse and orcs both around 1900 tv.. What stars are good value? Im thinking stab and mino star against norse and the bull star vs the orcs as they are loaded with block and guard. Wizard is certain in both games. Thanks in advance.

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Re: Chaos dwarf defensive setups and other silly questions

Post by cyagen »

Stab will be great against the Norse, but you need to babysit him and not leave him alone with guys with block.

Against orcs, he is going to be close to useless unless the coach is playing with 4 gobos.

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Kick off return was my idea :)
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
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Re: Chaos dwarf defensive setups and other silly questions

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Yeah the stabber was only for the norse.. Im more uncertain about the high str stars. Who to pick when? Mb is handy against norse, but no block might result in turn overs.. Is grashnak too unstable? And what to do vs orcs? They have more block and str than me and loads of guard as well..

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Re: Chaos dwarf defensive setups and other silly questions

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Hmm don't think I have ever lost so many players in one half as against the norse. He made 7 cas in the first seven turns. Including two dwarves, a bull and grashnak.. As the other bull was missing the game, my remaining four dwarves and the stabber couldn't hold him back. I lost 0-4 and 2-7 in cas. The orcs was a whole different story, now fielding my two bulls, hthark and nobbla, a wizard and a bribe he was in serious trouble.. Nobbla fouled one bob out in each of the two first turns, resulting in ko's and I managed to stall until turn seven. Second half were also in my favor as a bull grabbed the ball from him after a failed dodge roll by the ball carrier. I must admit, that my opponent had pretty bad luck, falling on numerous gfi's. Well my second bull made a casualty on his block troll in the last turn and got the mvp as well so gave him break tackle. The game ended 2-0 and 1-1 in cas. A hobo rolled double three so have to think a bit about that.. Maybe giving him leader or guard?

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Re: Chaos dwarf defensive setups and other silly questions

Post by mattgslater »

Have you thought about taking Pass or Accurate and building either a retriever or an ace?

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Re: Chaos dwarf defensive setups and other silly questions

Post by cyagen »

I would personnaly take dodge on a rookie Hobo that rolls a double, that will help his survival and mobility.

If he is already assigned to a role, I would take Pass on a retriever, Sneaky Git on a Dirty player and MB on a block, Tackle safety.

Apart from that Dodge seems like the optimal choice.

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Kick off return was my idea :)
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
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Re: Chaos dwarf defensive setups and other silly questions

Post by dines »

Cyagen> Yeah decided to take dodge, guess the hobbos need all the protection they can get. And that would probably be used a lot more than pass/accurate and he would be to fragile for guard...

Next game is on sunday against a 2000 TV chaos loaded with block and guard and ofcourse a claw mino (maybe ST6 aswell). That gives me 780 to shop inducements for.

I have thought about the following inducements:

1) Hthark, apo, wizard, reroll and bribe
2) Grashnak, apo, Hthark
3) Hthark and Morg

I would really love to bring the wizard for the game and Hthark would also help a lot. Grashnak on the other hand might be risky without block and is Morg really worth it? I could also take a merc mino in 1) instead of reroll and bribe, but that would be even less reliable than grashnak, very difficult to get 3d blocks and a poor roadblock with AV8.

Edit: No cards allowed in our league.

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