Dwarfs seem to be ideal Blood Bowl players, being compact, tough, well-armoured and having a stubborn knack of refusing to die! Most successful Dwarf teams work to the principle that if they can take out all the other team’s potential scorers, and wear down the rest, then there won’t be anybody left to stop them scoring the winning touchdowns!
Overview:
Dwarf teams are probably the most resiliant team in the game. Most of their team has very high armour and they have thick skulls which makes them harder to get off the pitch even if you do manage to break their armour. They also start with some good skills, most the team has block, they have a lot of tackle and the runners are good at picking up the ball. Dwarf teams also have the option of a deathroller which is the strongest peice in the game, though it tends to get sent off by the referree quite a lot!
It isn’t all good for dwarfs though, due to their diminutive stature, dwarf teams are very slow. They are also rather average in the strength department compared to other of the traditional bashing teams. To combat these weakenesses it is important to position your players well or you can quickly find yourself out of position and stranded in the wrong part of the pitch as faster teams run off. Dwarfs also benefit from sticking together to assist each other, also if you are close by to each other should the ball come loose, you should have a lot of players nearby to try and recover it.
For a beginner their slow movement and lack of ball handling skills may be tricky to deal with. The fact that they are hard to get off the pitch though should provide you with a full team most of the time. There are certainly easier options to start out with.
Strengths:
- High armour
- Thick skull
- Start with lots of block and tackle
- Cheap rerolls
Weaknesses:
- Very slow
- Lack good ball handlers







December 10th, 2010 at 12:03 pm
I’ve been playing a lot of Dwarf lately for Crunch Cup purposes, I’d add that Dwarves are rightly feared by any team relying on dodge to stay alive as half the team are likely to start with tackle and block so Stunties and Amazons can expect to be eating a lot more astro-granite then they are built for. As such most dodge heavy teams fear Dwarves above all other teams especially at lower TV when many other teams have no tackle at all
Successful play of Dwarf teams seems to revolve around gaining local strength advantage around a focal point, whether this is gained by sacrificial marking on strong targets away from the action, the high priority Guard development, a numerical advantage, block advantage, careful assist positioning or picking on weaker players, once dominance is achieved it can be applied causing further injury, pushing the ball forward or breaking through to the carrier.