Girly Dwarfs :-(

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bubb
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Post by bubb »

I love the hail mary pass technique......pop the ball and then hurl it down to the other end! HEHEHEHEHEHEHE

How wonderful........

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Post by Darkson »

Hox-ii wrote: Sure, it was against a weak Norse team (dwarf imposters!), but that's beside the point.
What?! How dare you :pissed: Dwarf imposters? We don't need to impersonate no short-arses. You break just as easily as the rest. Bwah-ha-ha-ha-ha-ha :evil:

Uhh-humm!

Sorry about that, got carried away.


Well, I've never coached dwarves, but the dwarf tam in our league averaged 3-4 cas in it's first 3 games, 1 in the next 5, and 4 or 5in the last 4. It all comes down to luck in the end, but as marcus said, if your opponents are KO'd or stunned they can't do much to stop you.

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Post by Ghost of Pariah »

Contrary to popular belief dwarf teams are not a power team. They are an attrition team. They can absorb more damgae than most teams and therefore can out last them. They don't rack up alot of casualties, at least no more than any other team.
The way to win with dwarfs is to soak up the damage from the other team and when they are good and tired finish them off.

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lawquoter
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Post by lawquoter »

Yep. I agree with Pariah. The thing I love about my dwarves is that they so damn hard to get off the pitch. A lot of clubs need depth to make it through the season (norse, elves, etc.). Dwarves don't need it as much. Most teams, even the the bashers, can't break the armour, and if they do, the li'l guy is saved by thick skull. High AV and Thickskull, nasty combination. :smoking:

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Hox-ii
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Post by Hox-ii »

Obviously the same amount of luck is required for a dwarf team to cause casualties on a injury roll as any other team. However, I consider the dwarfs a "power team" in respect to the fact that the average dwarf coach builds his team around a much more hitting style of play. Dwarfs mostly all start out with block, which gives them an instant advantage over the average team in one-on-one attacks. From here, most dwarf coaches go for guard and mighty blow as next skills for their average players. This normally results in more knock-downs for Dwarf coaches, and likewise, more chances for damaging opponents. Since dwarfs have no speed or agility, there really is no huge reason to waver from this build perspective.

Obviously there are other "power teams" out there, but dwarfs perhaps the only team that are completely geared out of the box towards just grinding out turn after turn with no finesse to speak of.

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Post by bubb »

Out of the box, dwarves are the best built team. They do have some speed (not like elves, but runners are pretty good), their lineman are unparalleled (It would take a ton of SPP to get let's say a human lineman equal to a longbeard. Then throw in Thick Skull), and the blitzers are pretty good as well. Troll Slayers are pretty powerful when used correctly.

The only thing is the MA but when the other team is face down who cares? Dodging from a longbeard is difficult and results in reroll usage. Being blocked by a longbeard will almost always result in you being put on your butt.

With such a high AV and thick skull, a single dwarf can typically withstand holding down a big guy.

This is a "power" team....to develop them as anything but is a waste

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Post by lawquoter »

It is very easy to run a dwarf side in a power running, grind it out mode. But I think they are just flexible enough to run a short to medium range passing game, after some development. Most coaches I run into see dwarfs and think they have to hold the line. If I can develop a sharp, quick, and accurate passing game, it would be very devastating to the unsuspecting. :smoking:

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Post by Skummy »

The problem with this, of course is that you have to develop your runners as passers. I would assume that Accurate, Safe Throw (Strong Arm) would be their progression. If your opponent has Kick, you need to hold both of them back to get the ball reliably. On top of this, you only have two other 3 ag people on the team to throw to. Taking catch as a doubles skill for a Dwarven blitzer would be interesting, but he does lack breakaway speed.

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bubb
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Post by bubb »

Passing games are great if someone can catch it and then run really fast. It is almost like playing a wood elf team as a power running team. You aren't playing to your strengths. IMHO it would be a waste to spend too much development on an area that your team isn't built for..there are other nasty suprises to lay on your opponent that would have a higher probability of succeeding..

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Post by Hox-ii »

As a follow-up to the passing suggestions, I think it's an interesting sidegame that the dwarfs can play. However, the main focus on the longbeards, troll slayers, and even blitzers should be on pure attack. Runners, in my opinion, may be developed any which way you see fit. If you're lucky enough to get a runner with +1 MA, or perhaps +1 AG, they make great catchers and would work perfectly in a short-pass type of game. Combined with an offensive line that can knock over the best of 'em, a dwarf passing game could be very interesting. Three touchdowns just might occur!

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Post by lawquoter »

I definitely agree that the passing game should not be the focus. But I believe that it is underutilized. If you get the right rolls after properly developing your dwarven side, you could take skills that would allow you to pitch and catch a little. Just when your cage may be breaking down and the opponent thinks he has you, zip there's a pass to blitzer and off he goes. If he manages +1 ma, and you're a gambler, 2 gfi's and he's 9 squares down the field. This is all hypothetical in my case, seeing as my luck rarely holds up that well. :smoking:

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Post by Heiper »

A little update from my team. Well last night I had a game without one cas :( The Dark Elfs were down all the time, I got through Armour as normal (about every 3 hits) but then the dice decides, "no you rolled over armour, be happy" and give my 7 after 7. But when my guy with Mighty Blow hits, never once over armour. In the whole game i had 3KOs, and that was it. Even worse tho, is that my team is called Elvenfoe and won't manage a single Cas. I won the game 2-1, so I can at least say it wasn't a total waste of my time. Then on FF roll = 1 (yes I see why my fans left me, even tho I had +2 on the roll) and on top of that, Winnings roll = 1.

Today I'll go out and buy some new dice, as these dices have been bad all this season. Hopefully that can get me more casualties, but I can't say I'm not getting frustrated atm, never before have my Dwarfs been this incompotent at getting casualties, what I get my SPPs from.

Happy side of things, I got a MA7 runner now, and from before I have 2MA6 blitzers, so its starting to get fast, hehe.

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Post by ZanzerTem »

MA7 runner and 2 MA6 blitzers? You are one lucky man.

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