Chaos Dwarf Tactics

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The Dazzler II
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Re: Chaos Dwarf Tactics

Post by The Dazzler II »

For me, i'd always start with 5 CDs, 2 Bulls, 3RRs ... which then doesn't give you that many options

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Re: Chaos Dwarf Tactics

Post by Smeborg »

Smurf wrote:From a MB non MB point of view... going on my 2 WD one with and without, the one without was the team's CAS king, in 3 games the one now with MB has seriously threatened the CAS king's title.

IMO MB then Guard would make the more successful.
Smurf - that's what I'm doing this season, and I don't regret it. In the past I have been frustrated by having lots of CDs with Guard as first skill - they seem to get stuck on 1 skill for ever.

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Re: Chaos Dwarf Tactics

Post by Blammaham »

Smeborg wrote:
Smurf wrote:From a MB non MB point of view... going on my 2 WD one with and without, the one without was the team's CAS king, in 3 games the one now with MB has seriously threatened the CAS king's title.

IMO MB then Guard would make the more successful.
Smurf - that's what I'm doing this season, and I don't regret it. In the past I have been frustrated by having lots of CDs with Guard as first skill - they seem to get stuck on 1 skill for ever.
This CAN be a useful tool in keeping TV down, a CD with guard is a great useful piece, that doesn't balloon with skills. I'm not saying this is what is best for all of them but if you have 4 with MB I think it does work at higher TV levels. S.

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Re: Chaos Dwarf Tactics

Post by Smeborg »

Thanks, Blammaham, I'd be very happy to have that problem!

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Re: Chaos Dwarf Tactics

Post by Jimmy Fantastic »

No minotaur unless very short league, score with bull centaurs, dp on all hobgobs, MB/Guard on all blockers(mixing the order) and claw on any doubles for them.

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Re: Chaos Dwarf Tactics

Post by Smurf »

You see... I'm crazy and I would go with the mino. I won't use him like a normal big guy because of the BCs. But I do see Claws, Guard, Standfirm an option for the beast. Note if you want to up set the traditional Frenzy, use multiblock and that stops the problem. :D

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Re: Chaos Dwarf Tactics

Post by The Dazzler II »

Note if you want to up set the traditional Frenzy, use multiblock and that stops the problem.
Oh i like it!! :D

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Re: Chaos Dwarf Tactics

Post by dines »

Early in team development scoring with bulls is good, as they are first really useful when they have block and break tackle. Exception: Against elves, scaven or slann with strip ball, go for the safe bet with a sure hands hobbo. After getting some skills on the bulls I've taken the safer choice and carried the ball on a hobbo and used the bulls as bodyguards and mobile blitzers.

I've only played them in one TT league for 12 games, but won most of my games including the final, also against developed teams. I've found Hthark and wizard really good inducement value.

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Re: Chaos Dwarf Tactics

Post by mattgslater »

I think the question of with whom to score is highly situational. If you've got a Dwarf with 3-5 or 9-15 SPP, you should probably make him a cager with the intention of handing off to him when you get downfield on an 8-turn grind. If you deal major damage on T1, you can partition with the Dwarfs and Bulls and pickup/protect with the Hobs, eventually handing off or not, after you've established your dominance. Conversely, if you find no choice but to cage on the ball immediately, you may want to get it to a Bull in your backfield. Then he can either zip around into a forward cage, or form part of that cage on a handoff.

On defense, mostly it's a matter of scoring on opportunity. Most of your defensive TDs should go to Bulls and Hobs, unless you take away quickly in the first half and generate a lot of KOs, so you can ensure a lead; then you might go for a Dwarf or Mino.

Scoring with a Mino is always fun, though it certainly isn't easy. You pretty much have to own T7, so you don't need to blitz (or rather, so you can blitz the endzone) and can survive a failed WA roll.

I advocate taking a SH Hobgoblin, because it's really nice to have SH. Eventually, with some luck, he'll become a star. Block, KOR, maybe Fend or Pro or Tackle... never runs out of options, and makes the most of all doubles and stats. Hobs are funny like that: some of them are studs, and some are fodder, and you kind of have to figure out which are which by the way the MVPs and improvement rolls play out.

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Re: Chaos Dwarf Tactics

Post by The Dazzler II »

i wish GW had allowed CDs on Cyanide [sigh]

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Re: Chaos Dwarf Tactics

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I took a Mino early and I would have held onto him if he had rolled a doubles but after 20 or so games I just felt the bloat wasn't worth it. I think the greatest asset of CD is the ability to manipulate TV with the team and I have 50+ games under my belt with the same team and I have almost never had my TV go over 2040 and consiquently I am flush with cash and I never worry about losing players to injury or death. I have been fortunate to have a CD with ST4 and a claw which makes every thing easier but even with out him I think I'd be doing well. Grab as an advanced skill is critical on this team as positioning your opponent towards either your killer or opening up the line for your runners is a fantastic boon, not to mention the side benifit of not having to worry about that pesky side step. After runnig the ball with my bulls for 2 seasons I was able to develop a Hodgoblin to do the job just fine and he has become a stalwart and I firmly belive, for me that I MUST have a frenzy bull and a positional bull. I find they do quite well scoring on Defence and I don't have a hard time skilling them up, though I do use them a divertionary targets and they seem to get hurt way more often than my CD. I'm fine with that as I find I can skill them up much more quickly than the CDs. Just a couple more thoughts. S.

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Re: Chaos Dwarf Tactics

Post by Smeborg »

Jimmy Fantastic wrote:No minotaur unless very short league, score with bull centaurs, dp on all hobgobs, MB/Guard on all blockers(mixing the order) and claw on any doubles for them.
Jimmy - how short is a short league? And what skills do you give the BCs?

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Re: Chaos Dwarf Tactics

Post by Jimmy Fantastic »

10 or so games maybe? It's not long that 3dice MB blitzes make up for his TV bloat.
Block/BT on bulls with Dodge on double.

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Re: Chaos Dwarf Tactics

Post by mattgslater »

Jimmy Fantastic wrote:10 or so games maybe? It's not long that 3dice MB blitzes make up for his TV bloat.
Block/BT on bulls with Dodge on double.
I agree with all of this. My Bull track is pretty boring: Block, Break Tackle, Stand Firm. The options and variety in this team are with SPP targeting, Dwarf development order, Hobgoblin use and development, Minotaur development, and third-and-later skills. Otherwise, it's pretty much MB/G Dwarfs (or the other way 'round, maybe with a few change-ups for #2 skills on late bloomers and new guys), and Block/BT Bulls, with Claw and Dodge, respectively, on doubles. Yawn.

After that, you can start playing around with personal tendencies. This is what I like most about [R] division on FUMBBL and perpetual or long-running leagues. Bulls are great with Stand Firm, Guard, and Mighty Blow as #3 skills; later, they start facing competition from Pro and Tackle. With Dwarfs, there's PO, SF, and Fend, the former driven by tendencies and the latter by format.

And on Hobs. You need a SH guy, but then Block or KOR as #2 on him? Dirty Player or Wrestle? Block? Kick? Dauntless?

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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.
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Re: Chaos Dwarf Tactics

Post by Smeborg »

I find that having a Minotard evens things up a bit against the many ST-based teams, and brings welcome ST parity (or better) against others. Starting Frenzy is good for keeping defenses honest. And having a Mino seems to help free up the Bulls to use their excellent mobility (B-Tackle + 9 squares). If the Mino too is given B-Tackle as a middle skill, it creates a triple threat for the opponent to deal with. J-Naut, S-Firm, B-Tackle seems about right.

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