Chaos Dwarf Inducement and Skill Questions
- mattgslater
- King of Comedy
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Re: Chaos Dwarf Inducement and Skill Questions
Fireball isn't worth dropping just to deal damage. 2.5 knockdowns with MB, even vs. all AV7, that's about 3/8 of a Casualty, and less than a 1-player advantage with KOs included, only on the cheapest players (Vamps are tougher). Wizard is for working the scoreboard. If you wanna work your opponent, take Zzharg and either a Merc DP Hob, or AsstCoach+Cheer+Bribe. I'd probably do the Bribe to save my MVP, run the Merc for pure kill power: run both on the first drive, kick or receive, and if they do their jobs right, the second half will see some well-populated dugouts, you know?
The reason I like the DP Hob more than the Bribe is that he's not a 2+ to not get your normal DP ejected. Yeah, you lose the zone, but you're CD vs Vamp: that zone is your problem you're not gonna save yourself. You can also do crazy gutsy Journeyman things with him too, because he's worse than a Journeyman: you can't even hire him if he gets SPP. (That would be the reason I like the Bribe more....)
The reason I like the DP Hob more than the Bribe is that he's not a 2+ to not get your normal DP ejected. Yeah, you lose the zone, but you're CD vs Vamp: that zone is your problem you're not gonna save yourself. You can also do crazy gutsy Journeyman things with him too, because he's worse than a Journeyman: you can't even hire him if he gets SPP. (That would be the reason I like the Bribe more....)
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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- Star Player
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Re: Chaos Dwarf Inducement and Skill Questions
It's not just about damage Matt, it's about positional control.
If they are clumped together, and you drop Da Bomb on them, each knockdown makes their position worse...especially against CD's with guard, who can fill in the holes and suddenly lock the cage into bashing immobility. It doesn't take many knockdowns (1-2) to open up gaps which, combined with a blitz, can end up with 3 of your players locking down 5 of theirs.
If they are clumped together, and you drop Da Bomb on them, each knockdown makes their position worse...especially against CD's with guard, who can fill in the holes and suddenly lock the cage into bashing immobility. It doesn't take many knockdowns (1-2) to open up gaps which, combined with a blitz, can end up with 3 of your players locking down 5 of theirs.
Reason: ''
- mattgslater
- King of Comedy
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Re: Chaos Dwarf Inducement and Skill Questions
Oh, I was replying to Chris's statement about using Fireball on Thralls just to get damage. I totally agree that Wizards are great.
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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- Super Star
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Re: Chaos Dwarf Inducement and Skill Questions
I'd be tempted by a bribe and Zzharg. St 4 and tackle to take down his dodge vamps. And I think he is one of the best value stars.
Or a wizard and card, although I don't think CDs are the best team to take advantage of the wizard and vamps are one of the best teams to recover from a blast.
Or a wizard and card, although I don't think CDs are the best team to take advantage of the wizard and vamps are one of the best teams to recover from a blast.
Reason: ''
- Rewslaun
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- Location: Nova Scotia
Re: Chaos Dwarf Inducement and Skill Questions
I was able to get the Chaos Dwarf vs Vampire game played. I forgot my star player cards at home so I ended up going with 2 extra rerolls for my inducements. The vamps received first and scored on their turn 7, I was angry because I had done a good job up to that point holding them off. I had knocked the ball out several times but my bulls refused to pick it up. On my turn 7 I first rushed two Goblins into scoring range by going for it twice. Then I used the last of my 5 rerolls (my rolling wasn't good) trying to pick up the ball with a bull and failed. The vamps were able to take out one of the Hobgoblins and put 3 points of a cage around the other HG. On my turn without a reroll I was able to blitz off a corner of the cage giving my hobgoblin a path to the endzone. I picked up the ball with my Bull and went for it twice having to use Sure Feet as I rolled a 1. I then needed a 4 for the pass, 5 to receive the ball in two tackle zones, dodge out on a 3 and go for it twice. It worked, I was sure I was going to fail on that last go for it. In the second half I caged up and scored on my 8th turn for the 2-1 win. The second half was horrible for the vamp player as he sent 5 of his own players off because of blood lust.
The next day I played the third game of their schedule against a rookie High Elf team. Same kind of thing happened where the elves scored late in the first half and on turn 8 my hobgoblin started with the ball in his hands in my endzone. I was able to run it, hand off, throw it and go for it twice for the score. I've never been in a situation before where I had to go the entire length of the field in one turn. I need to start making the opposition score earlier or take the ball away from them because I can't keep having turns like this. Once again, I caged up in the second half and secured the 2-1 win.
After 3 games my team is 3-0 and both Bulls have Block and a Hobgoblin rolled a 12 so strength boost it is.
The next day I played the third game of their schedule against a rookie High Elf team. Same kind of thing happened where the elves scored late in the first half and on turn 8 my hobgoblin started with the ball in his hands in my endzone. I was able to run it, hand off, throw it and go for it twice for the score. I've never been in a situation before where I had to go the entire length of the field in one turn. I need to start making the opposition score earlier or take the ball away from them because I can't keep having turns like this. Once again, I caged up in the second half and secured the 2-1 win.
After 3 games my team is 3-0 and both Bulls have Block and a Hobgoblin rolled a 12 so strength boost it is.
Reason: ''
- Blammaham
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Re: Chaos Dwarf Inducement and Skill Questions
I got a +st on a Hobgoblin early on and he's been my ball carrier ever since. I find the bulls really do their best work outside of the cage making holes in the D line. Block break tackle frenzy is the way I go with them. S.
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Outstanding painting. Spike 2009!
- Rewslaun
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Re: Chaos Dwarf Inducement and Skill Questions
I was thinking of doing the same thing. I'm having a hard time with it because I'm so stubborn and I had my mind made up that I wanted to the Bulls to carry the ball.
Reason: ''
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- Legend
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Re: Chaos Dwarf Inducement and Skill Questions
It pays not to be too stubborn. While I consider the Bulls to be the "natural" ball carriers of the team (and they are the players most in need of SPPs), there are always game circumstances which make it better to use a Hobgob (for example when you need to score in 2 turns). And once you get the right stat increase on a Hobgob, he may become the primary ball carrier (+Ag certainly, +St probably, +MA possibly), especially if he has complimentary skills.SlaunRew wrote:I was thinking of doing the same thing. I'm having a hard time with it because I'm so stubborn and I had my mind made up that I wanted to the Bulls to carry the ball.
The ideal is to get +Ag on a Bull (or even better +2Ag), but sadly these cases are rare.
All the best.
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Smeborg the Fleshless
- Rewslaun
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Re: Chaos Dwarf Inducement and Skill Questions
Maybe my compromise will be to give the bulls one shot at picking it up if it is safe to do so and if they fail come in with the 4ST Hobgoblin. I'm anxious to get the bulls to their next skill asap.
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- Legend
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Re: Chaos Dwarf Inducement and Skill Questions
That can be a reasonable way to do it.SlaunRew wrote:Maybe my compromise will be to give the bulls one shot at picking it up if it is safe to do so and if they fail come in with the 4ST Hobgoblin. I'm anxious to get the bulls to their next skill asap.
Reason: ''
Smeborg the Fleshless