First, before I go any farther, we're debating a pretty meager patch of territory. I don't think we're all that far apart. I like Guard on NWs, almost as much as I like Stand Firm on NWs.
Carnis wrote:I never put my guard NWs on the line. Line is for my Guard/SF/Block beast + 2 Block/MB NWs. The corners will get blocked once, there's like a miniscule chance that something will happen, but 8 times out of 9 nothing happens and they might even get freeblocks due to FA.
You don't get chained? If I didn't get a knockdown, the first thing I'd try to do against that line is Grab the NW on the end and chain him into either extra blocks or a push off the BON or the far end to reduce the odds of a counterblock off a FA whiff (or just to open up more blocks, keep that Mighty Blow on its mighty butt). On the contrary, with a speed team, I'd hedge those guys, maybe edge-marking on the LOS with some (non-Frenzy) killer type if I had one, just for a gratuitous shot on the Warrior at strong-end, or maybe with Dodge to just get off his man on a 2+/rr.
I never emphasise the first turn other than I don't let the opponent freely walz through onto my side & I don't concede the LOS (I put 3x FA/AV9/Block on the line).
Your whole emphasis on my perceived emphasis is really funny. We all play the same number of turns. "Not letting the opponent waltz onto your side" is kind of all you can do on D-setup, no? But doing it with authority wins games and earns SPP.
What you really mean is that there's a 20% chance, more-or-less, that you won't eat more than an average of 2 knockdowns off of 5 blocks. I'm tellin' ya, man, Stand Firm improves those D-line odds dramatically. Winning on the D-line is not easy, but if anyone can do it Nurgle can, and it's a huge matter.
1) 2 Cage corners have to be guards against competent elves. All elves in our league build one Blodge/Strip/Leap player (not just wood elves). The counter is Blodge/SH pestigor with 2 guard cage corners.
I agree with this. But I don't like using Warriors as far corners (too slow, too expensive to take out of the action), so I like to have a little Guard on other players too.
2) Guard helps on T1 on defence, when you move your backfield NWs to the line to now help out the possibly prone Block/MB NWs.
Except that my off-the line NWs are either fronting the cage or locking out routes. I think this is our real point of departure. Against speed teams, I like to have a couple boggers in the backfield, like the BON and my #1 NW. I keep them there against bash, too, because there's no way to keep your line clean against a gnarly team, and the BON is too expensive to leave on the LOS.
3) Guard helps prevent S3 teams spamming Guard.
Even just a little bit of Guard, just one or two, makes most S3 teams game their hits pretty carefully, with or without Guard. But Guard vs. Guard generally favors the acting player. Generally, that is.
4) Guard gives you obsene amounts of extrablocks with chains (block with the guard player first, then followup, and yay you got yourself an assist.
Sure. There are a ton of ways to do that, though, and on a high-ST team most of them are better. Stand Firm does it by keeping you in position for the next turn's blocks. Grab calls that kind of trick its stock-in-trade. Mighty Blow reduces the opponent's potential for pull-offs and counterassists. Just being smarter than the other guy will get you a fair share of locks and traps, and with all that ST you'll have 2d almost all the time. Guard helps, for sure.
5) Block/Guard NW with FA is supremely annoying, he must be blocked off every turn - but that always means a FA check.
You mean as opposed to blocking him just once, then single-marking him? 'Cause I run into that all the time. That's how you take out low-AG Guard. You edge-mark it, and make it waste time going mano-a-mano with just one guy. Or hedge him: you don't always have to mark the guy if he has to move more than one square to get into position.
6) A SF NW can be ignored, if you can bring 2 of your own guards (like every dwarf team can), or leap over him (like every elf/slann team can).
That Dwarf team just dropped two actions on a less-than 50/50 proposition, if it's so lucky. Not that even this is a gimme. If you support that SF NW properly with good marks across the rest of the pitch, that's pretty damn hard. The Guard NW can also be taken out by the Dwarf and his two buddies, too. They just have to open off the edge. The elf team, yeah, they can leap, but that's risky. Elf offenses are usually loath to leap more than one or two guys in, while if you're caging up you do need Guard, yes. See above.
Orcs: Nurgle at high rating (2000k+) are more powerful than orcs by and large, the most obvious benefits:
This is another post. I mostly agree, though.
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.