Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
I've played only one-off games with them, but here's a tactic you might want to try out:
6 CD's and a hobgob with the ball advance slowly along either sideline. Bull Centaurs move ahead or on the side threatening a hand-off+quick touchdown. Two remaining hobgoblins are either (depending on how confident you are) protecting the rear, or creating the threat of a passing play or helping out the BC's.
This would be what I'd probably try first with them. 6 of them dwarves is quite efficient in protecting the ball-carrier if he's almost next to the sideline and the four forwards force the opponent to concentrate some energy to them (BC's need a lot to hold them) - thus allowing either gradual progress of the main unit into the end zone, or in a suitable situation, a quick touchdown by the BC's or lone hobgoblins.
Reason:''
[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
[i][size=67]Don't lynch me! I'm the captain of the carpet ship![/size][/i]
There's 2 main strategies I've seen work with CDs. One is a Dwarven style rolling maul - leading with the CDs, flanking with the BCs and having the hobbos move the ball up. This works well if you have a lot of guard and mighty blow on your CDs. It's also worth having 1 or 2 hobbos with sure hands to prevent stripped balls and to ensure you can recover the ball if it's lost.
The other strategy I see a lot of is running the BCs in a flying wedge down one side of the pitch. This usually involves getting the ball up to the BCs just behind the line then blitzing down the sideline and screening off with hobbos as best you can.
Most of the time you see a combination of both. Roll the maul forward covering the hobbos and flanking with the BCs. When you get close enough to score, hand off to a Bull Centaur and have him bolt for the line. This tactic has the advantage of drawing the defence in close (where Guard, Block and Tackle all work to your advantage) before splitting them wide open with a BC breakaway.
One tip I would strongly recommend - Don't start your team with less than 4 rerolls. You might start with a weaker team, but you will be much, much stronger for it in the long run.
I am not the best to give advice since I just recently got back into the game and I am new to Chaos Dwarves as well, but I have tried to write down the thought I have done on Chaos Dwarves based on the first few games I have played with them. You can find that page here: http://www.scrollmaster.net/goto.cfm?th ... ctics.html
2 things I would say, Marcus is right, go for at least 4 rerolls (I've just bought my fifth). Second, Go for two Bulls from the very beginning so you can quickly give them some skills before the other team develops Bull Killers
Nothing wrong with the starting position , but its unlikely you'll geta re-roll after game three. first purchase has got to be an apothecary or you'll be buying up hobgoblins like they've gone out of fashion just replacing them, or getting 11 players on the pitch. Also the loss of a BC ( Who tend to be targets ) in the early stages could be disastrous and a very expensive learning curve.