Choas Dwarfs vs Bull Centaurs

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Grumbledook
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Choas Dwarfs vs Bull Centaurs

Post by Grumbledook »

simple question really:

starting a new cd team, what are the benefits between either:

a)starting with 6 cd and 0 bc
b)starting with 1 or 2 bc and less cd

Theres the question, now go discuss.... :?:

Grumbledook

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SBG
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Post by SBG »

Hi there !

I started with 6 CD's, and what it gave me, is more players (with 8 hobboes), more re-rolls (low AG team means a lot of frustration in early games...) and more FF (more $$$).

Exactly, it looked like thids :

6 CD
8 Hobboes
4 RR
6 FF

Money comes quick if you win a couple of your first games.

Fred

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aryus1

Post by aryus1 »

My team started almost like SBG's (for the same reasons):

6 CD
6 Hobgobs
1 Apoth
4 RR
9 FF

I played a preseason game with 2 BCs, 3 CD, and no Apoth. 2 CD were KO'd and missed much of the second half. Hobgobs on the line just don't cut it and BCs are too valuable to go there (limits their mobility). I figure I can survive for a couple matches (ie lose the match but keep 11-12 players alive) until I can afford a BC. Besides, it'll give my Hobgobs a chance to earn some SPPs since the BCs will probably get most of them once they are on the team.

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Post by Grumbledook »

Yer i was thinking along those lines with possibly dropping a hobbo and a ff and getting an extra rr or maybe starting with an apoth.

could then i spose drop another hobbo and put the ff up to 9 to rake the cash in and most likly get at least 1 hoobo after the first game.

that would give u 12 players for the first game with ff 9 and either 5 rr or 4+apoth

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Post by manusate »

I have recently started a CDwarf team and here is what I came up with:

7 Hobgobbos
4 Funny Hat Dwarves
1 Troll

9 FF
4 RR
1 Aphot

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Post by Zombie »

Here's the teami started with a long time ago (and that's entering its second season after taking a season off):

1 Troll
4 CDs
7 Hobgobs
9 FF
5 RR

Starting with 9 FF is essential to me, and 5 RR helps a lot. Starting with 12 players is nice as well.

I would never start with bull centaurs because they cost a lot and i much prefer spending my money on FF and RR initially.

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Post by Snew »

I really like this starting line-up:

1 Bull Centar
5 Chaos Dwarves
6 HobGobs

4 RR
8 FF

That's 12 players. You can ditch 1 HobGob and 1 FF for another RR or an Apoth. CD's are really a flexible team. Rerolls during the season only run 100K so it's not long before you have 6 or 7 anyway. The will help you win games though and starting with 5 won't hurt.

Or try:

2 Bull Centars
3 CDs
6 Hobbos

4 RR
9 FF

This is what I'll probably start with next time. I love the Bull Centars and want them to get experience from the get-go. Starting with them on the roster gets them there. If you wait on them, it'll probably be a couple games of not buying anything before you can get each one. That's, at least, 4 games of not doing anything with your money just to get 2. CD Blockers are only 70K a pop so you can, usually, flesh out your roster with them pretty quickly. Hobbos are disposable until they get some skills. Even then they're pretty hard to miss.

This is a team that can keep a relatively low low TR and really be a powerhouse. A real sleeper team. Buy Rerolls to burn cash and just fire hobgoblins, use them as Assistant Coaches or just let them go. Either way it keeps your TR down.

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aryus1

Post by aryus1 »

snots,

Take a look at my post above. I played with the same lineup as the second one you proposed and ran across a few problems playing against strength opponents. I'm not trying to discourage you from using that lineup, just providing my experience with it.

Playing with a lot of Hobgobs and no Apoth is dangerous. They will get injured and usually cannot take the punishment of staying on the LOS. That's what the CDs are for, but when they get taken out, look out and brace for a smashing loss! You'll probably end up undermanned in the second half until you are able to field the full complement of 6 CDs, 2 BCs, 1 Troll, and 2 Hobgobs. The enemies of Chaos Dwarves have a funny inclination of picking on our beloved slaves. Having an Apoth and extra Hobgobs increases the chance that you'll keep 11 players on the pitch (no guarantee of course), although you'll be more likely to lose your first few games without the power and mobility of the BCs.

Playing several games without BCs may also shift the focus of your team, and thus SPP generation, from the BCs to the CDs and Hobgobs. You may end up with more experienced ans skilled CDs and Hobgobs if you start without BCs, although much of this will depend on how you play and outright luck.

My choice is long term survival over quick victories so I'm going with the 6CD, 6 Hobgob, 4 RR, 9 FF, 1 Apoth lineup.

Hope this helps.

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Post by manusate »

Zombie, I prefer the aphotecary over the 5th reroll because my Hobgobs seem to break easily. But think that 5 RR is quite nice too.

Basically same team. :o Kinda surprised I am.

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Post by Zombie »

For the record, i almost took an apoth instead of a hobgob, bringing down FF to 8. Good thing i didn't, since my troll got killed on the first turn and regenerated. I would have wasted the apoth right there if i had one. Then a hobgob died later in the same game. Since i started with 12 players, at least i still had 11 players to field in the next game, and i easily bought the apoth after game 1.

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Post by Snew »

I don't usually use the apothecary on 40,000gc players. I do like to have them around for the more expensive guys though. It's not usually much of a problem for me to play when I'm down a guy or 2. That might be saying more about my opponents than any skill I have but I don't see the necessity of having extra Hobgoblins stinkin' up the place on the first match. During the second game, there's usually an extra guy or an apothecary backing my boys up. I'd like to try the 2 BC roster.

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