Chaos Dwarf team after week two!

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Chaos Dwarf team after week two!

Post by MechD »

Hey guys,

Just finished week two of our league, so I thought I would post a quick update on how my Chaos Dwarf team is doing... :)

Game 2: Poncy Wood Elves..

I was actually surprised by this game, my opponent is still getting used to his Wood Elves under the LRB apparently, because he saw my 3-4-4 defense, and promply loaded the LOS and after receiving the ball started a "cage" style offense...needless to say this lead to a fist fight style game, which I was more than happy to provide. End result, 2-0 victory, and a 4-1 victory in the cas department, with one of his poor line elves suffering a niggling injury at the hands of one of my chaos dwarfs. Other interesting notes...I got my one of my BC's a touch down, AND the MVP, so he now has Block which is good.. :-)

Game 3: Rookie Skaven's...(team name)
Almost not worth mentioning..rookie skaven team, starting fist fights..blah, 2-0 victory, a Chaos Dwarf Blocker gets his 2nd MVP award
:-)

So after three games I just got my sixth Chaos Dwarf Lineman, I have a BC who picked up block, and three chaos dwarf blockers just picked up their fist skill! I was thinking Guard, but am tempted by Mighty Blow...Which would you guys take on a team geared for long term play (20+ games). I am also sitting on 60K..and pondering what I will get next..a 4th TRR, or a big sexy troll to sit on my LOS and beat the shit out of things that bother me.. :pissed:

Thanks for listening! Hopefully next weeks games will be better... :)

PS.. My team is getting a rep..all three games I have played the other team has had at least one player miss their next game..Not nearly as bad as the guy who plays goblins and has managed to out right killed 2 high elves who failed dodge rolls... 8)

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Post by narkotic »

Go for your 4th TRR, it's more important on a CD team than a Troll.
As for your skill choices, that depends partly on the composition of your league. Are there ANY bashy teams except yours? So far you told us from Skaven, Wood Elf and Goblins.
Anyway I would give the 3 first CDs to get enough SPPs the Guard Skill, that will give you ST4/5 on the LOS, the rest can get MB or something else if you should roll doubles or Diving Tackle for the CDs on the wide zone.
Skills for Hobgoblins are: Sure Hands, Kick, Dirty Player and Pass
Skills For the BCs are: Block, Break Tackle, Tackle/Strip Ball and pray for an AG-increase.

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Post by sean newboy »

As for the chaos dwarves, give 2 guard and a mightyblow.

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Post by TiMuN »

sean newboy wrote:As for the chaos dwarves, give 2 guard and a mightyblow.
Couldn't agree more here ...

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Post by Cool Hand Fluke »

Can't believe they're wanting to go toe-to-toe 8)

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Post by juck101 »

good start with team results. As for progression, have to say get mighty blow asap. If plan long term development (ie 20 plus games) block and mighty blow combo to create more skills via higher Sp generated., than guard.

But contray to that if you are a fluke with dice choose guard and stand firm if you can choose a skill for dwarfs. with four front line guard, stand firm, block boys your line will be more solid than a porm star on viagra :cry:

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Post by MechD »

Hey guys,

Thanks for your replies. :) Looks like some good info, so lets see here...

It looks like the 4th TRR would be a good idea, so I will probably look into that, I should be able to get at least 40K out of my next match or two..

As for league comp, oh yes are their other bashy teams..We have a Dwarf team (current league leader, but has an extra game under his belt than everybody else), an Undead team (pile on mummies will be fun I'm sure), a Chaos team, and at least two Orc teams, with at least one Lizardman team running around here some place...

Skill choices, it looks like Mighty Blow might be a better first choice for a Chaos Dwarf Blocker, as it SHOULD get him more SPP's than guard, so he can get to guard faster, which would be good..

For the Hobgoblins, I have three that are real close to a skill.. I am thinking the first one to skill up (assuming no doubles etc..) gets Sure Hands, the second one gets kick, the third gets Dirty Player, and after that..maybe a decent helping of Block to keep the poor lil bastards around? or is it better to just have a decent stock pile of them?

Bull Centaurs..My first one picked up Block, Break Tackle is def next on the list..after that, some combo of Tackle/Strip Ball for sure...leaning towards Tackle though..

And yes, I was surprised they wanted to go toe-to-toe as well, but the bulk of the league aren't the most experienced coaches, and we do have a lot of first time coachs, so its a learning experience.. I doubt they will do that again the next time we meet up.. :D

Thanks again guys!

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Post by Khrage »

Go guard first. Less regrets later. It is a good defensive and offensive skill selection, and you will be needing it against black orcs, chaos warriors, and a load of dwarves with guard. Mighty Blow is nice, don't get me wrong, but guard is your best bet. And definetly stand firm on doubles...it is so useful it is almost pathetic.

Good choices on the Bull Centaur and TRR though. Look at the league and decide if Dodge or Sure hands is more in use. Then make your choice on tackle vs strip ball.

Hobbies choices are sound too, though I would go Kick, DP, then Sure Hands on one.

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Post by Xtreme »

Go guard first. Less regrets later. It is a good defensive and offensive skill selection, and you will be needing it against black orcs, chaos warriors, and a load of dwarves with guard. Mighty Blow is nice, don't get me wrong, but guard is your best bet. And definetly stand firm on doubles...it is so useful it is almost pathetic.
Couldn't agree more.
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Post by MechD »

Hmm..sound advice, I guess MB was looking good because I haven't bumped into a really mean grinder team yet. Guard it is, all three Chaos Dwarf Blockers who got their first role took Guard (no doubles).

Sounds like a plan for the Bull Centaurs.. get them both block and break tackle, then see how the league is shaping up in regard to the Dodge/Sure Hands targets.. Hmm..would you guys take Block or Break Tackle first for a BC? I took block first, and it has proved very useful...

hmm..Kick, DP, then sure hands eh? Cool, I might just have to give that a try. :)

Thanks again guys! I shall report back again after week 3. :D

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Post by DoubleSkulls »

I'd always take Break Tackle 1st.

BCs are your blitzers. If I can tie them up with a simple man-marking job then they've immediately lost one of their key assets - mobility.

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Post by Tim »

ianwilliams wrote:I'd always take Break Tackle 1st.

BCs are your blitzers. If I can tie them up with a simple man-marking job then they've immediately lost one of their key assets - mobility.
100% ACK.

Break Tackle first ... makes them scoring machines that can't be stopped by a lame tacklezone.

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Post by MechD »

Hmm..true that, okay, Break Tackle first for the Bull Centaurs...:)

Thanks again guys!

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Post by Khrage »

Hey don't be afraid to switch it up. A BC can dodge out on a 4+ from a one man tag which is not bad odds if you have a reroll ready for it (and with the low RR cost for CDs you really should have a few on hand just for this reason). Sometimes Block is the better choice. Especially if you are in a league that targets your best players quickly. I went Block on both my BCs first because it works on defense as well as offense.

But having said that, the mobility is very useful as well. All in all, you can't really go too wrong with either choice for the first skill. Try Break with on and Block with the other to see how you feel about it.

(of course if you have my luck you will get doubles on the first roll and skip both and go for Stand Firm) :D

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Post by Matsu »

MechD wrote:Skill choices, it looks like Mighty Blow might be a better first choice for a Chaos Dwarf Blocker, as it SHOULD get him more SPP's than guard, so he can get to guard faster, which would be good..
You need *SOME* guard on the line to deal with the 4str guys out there. You don't want to be making suicide blocks (2 dice they pick).
MechD wrote:For the Hobgoblins, I have three that are real close to a skill.. I am thinking the first one to skill up (assuming no doubles etc..) gets Sure Hands, the second one gets kick, the third gets Dirty Player, and after that..maybe a decent helping of Block to keep the poor lil bastards around? or is it better to just have a decent stock pile of them?!
Just stock pile 'em. Dying is their JOB.

As for the skill order, I would actually reverse the order you have there. Dirty Player is probably the best skill you can give a hobbo - it makes him as valuable as one of your opponent's best guys, because you use the gobbo to knock him out of the game. On a more serious note, it will help curtail the piling on that is the only sure way to put your dwarves down. I use 2 DP hobbos to force my opponents to stay on their feet and it works terribly well (see my buddy's "Krox in the finals" post).

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