Dwarf Strategy

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darren woodward
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Post by darren woodward »

Awesome fellas - thanks. d

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darren woodward
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Post by darren woodward »

Any more sage advice :) for a 1.1 tournie with this format:


Star Player Points (SPP’s) will not be used in the tournament. The team will remain the same for all
five matches
2. Before the start of the tournament you should select one of the following skill sets:
a. 4x Normal skills, 2x double skills
b. 4x Normal skills, 1x double skills 1x MV+1
c. 5x Normal skills, 1x AG+1
d. 4x Normal skills, 1x ST+1
3. No players can receive more than 1 Upgrade
4. Instead of a doubles skill you may select a normal skill, you may not select “extraordinary” skills
5. Teams will revert to their original composition for the next game. All deaths/injuries are cured for the
next game. No extra players may be bought/acquired for your team.

Considering skill set A:

Long Beard with Guard
Blitzer Guard
Runner KoR
TS Juggernaut
1 Blitzer Jump Up [Double]
TS Stand Firm [Double]

Not enough Guard? I've not used Dwarfs before but been on the wrong end of then more than a few times and i now have some awesome figures which i'm painting.

Many thanks, d

[BTW - posted a similar Zons thread which would be my other choice]

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PubBowler
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Post by PubBowler »

I played in two tournies with this skill set with Dwarfs (MonkeyBowl).

Took the same skills set twice, did well in 07 (3rd overall), ok in 08 (around 12th, I forget exactly...).

I took 4 normal & 2 double skills:

Block on a Runner.
Guard on both Blitzers & a Blocker.
Diving Tackle on two Blockers.

Worked great against Elves as you can imagine.
Less well against very bashy teams.

In any case Stand Firm is not a double for a Troll Slayer, did you mean Side Step?

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whitetiger
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Post by whitetiger »

I like the kick off return on the runner. Good idea. I think Side step on the TS is a better choice than SF. Otherwise, it looks good.

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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
darren woodward
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Post by darren woodward »

Thanks fellas - yep Side Step :oops:

I'll give it some more thought - it did look a tad light on Guard. Also with 2 Runners in my team maybe KoR is a luxury. Hard to say what'll be at the CC but i reckon there'll be more Bashy than Finesse teams. d

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PubBowler
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Post by PubBowler »

Runners should really have Block.

They are huge targets and that's before they get the ball.
They are also relatively vulnerable without it (only player on the team without Block & AV8).

Definitely Block over KOR.

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darren woodward
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Post by darren woodward »

Both Runners with Block
Both Blitzers with Guard
TSs Juggernaut and SideStep (sod the other Double)??

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PubBowler
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Post by PubBowler »

Side Step on both perhaps or Diving Tackle.

But Diving Tackle is best when you have at least two.

I'm 50:50.

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darren woodward
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Post by darren woodward »

PubBowler wrote:Side Step on both perhaps or Diving Tackle.

But Diving Tackle is best when you have at least two.

I'm 50:50.
side-step on both TS then!

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whitetiger
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Post by whitetiger »

sidestep on both TSs will drive your opponants nuts.

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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
darren woodward
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Post by darren woodward »

whitetiger wrote:sidestep on both TSs will drive your opponants nuts.
i do hope so :lol:

thanks fellas. d

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darren woodward
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Post by darren woodward »

1st game last night with the CC (1.1M) Dwarf Roster and a resounding 1:1 draw v Humans against a mate of mine who rarely play BB. :roll: Mind you; forgetting that the TS both has Side-Step in the first half didn't help my game plan :o

I ended with 3 in the Seriously Injured box (inc a blitzer and TS) and 2 more KO'd. I caused no injuries :oops:

I had the ball for 12 turns: he kicked and i scored in T7 of the 1st half). He scored in T2 of the 2nd half :D and i thought "playtime" but no, his Ogre battered me all over the place breaking amour at will and my Runner failed a dodge making a break for the EZ in the penultimate turn after getting trapped on the side-lines. To top it all; he almost pulled off an end to end TD in the final turn only failing the hand-over to an open Catcher (after a very cheeky long pass and a succesful blitz to free the Catcher up)

i was trying to cage down the sidelines to get the most out of the TS, a mistake methinks

Lessons learned:
- take out the BGs!!
- use the TS together particularly for crowd surfs
- bash the cr*p out of everything that moves or doesn't for that matter
- cage towards the middle of the park when you have b*gger all movement

The Skills worked fine [once i'd remembered] Guard on the two Blitzers, Block on both Runners and S-S on the TSs

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darren woodward
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Post by darren woodward »

and then a 1.0 win v Orcs. :)

Taking on Scaven on Thurs

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darren woodward
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Post by darren woodward »

well W3 D2 in the warmups although the guys aren't regular BB players (mind you neither am i)

will have to see whether Side-Step was a mistake or whether i should have gone the MB (TS) SF/Guard (Blockers) Block/Guard (Runner/Blitzer) for this wkd

Thanks. d

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Post by mattgslater »

Side Step is an amazingly cool defensive skill against speed teams. Putting it on your Slayers forces you to use them on the corners or in the blitz-target linebacker slot, which is suboptimal because of their AV8... but AV8 is what Pro Elf Blitzers have, and those guys are the best corners in the game precisely because of their Side Step (well that and AG4/MA7). Besides, with only six MA5+ players, only two of whom are AV9, you really have only one alternative.

Hmmm... maybe SS for the Blitzers and Guard for the Slayers? Then you can put the Slayers on the forward/inside spot (that is, outside LB instead of cornerback), and they're available to put the hoyt on anyone who goes for your corners, even if the corners get knocked down. Guard/Frenzy is suboptimal... but both are good for that specific position.

However you do it, you want those two positionals wide, to minimize the impact of your Longbeards' crappy MA and to leave your Runners in protected Safety spots (might also want to maintain a Longbeard as a deep safety against speed/Dodge teams). So your Wide Zones should have a Guard player and a Side Step player, like so:

-- -- -- --|Line of Scrimmage
-- -- G --
-- S -- --

With a Side Stepper on the edge there, you can change it up a bit with no fear of crowd-pushes.

-- S G -- works vs. Frenzy without big speed, like on Norse or a mirror match vs. Dwarfs. Without SS, this setup is seriously inferior.

-- -- G --
-- -- -- --
-- S -- -- works well against speed. In that case, you want to get pushed inside

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