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#1
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| So, I've been playing a dwarf team, and things are going quite well. Here is my current roster: Troll Slayer - Mighty Blow, Stand Firm Troll Slayer Runner - Block, Strip Ball Runner - Block, Pro Blitzer - Mighty Blow Blitzer Longbeard - Dodge, ST+ Longbeard - Guard Longbeard - Guard Longbeard - MA+ Longbeard Longbeard - MA- Deathroller 4 RR I'm still trying to figure out how to best use the deathroller (I've only had it for a few games - 0 spp so far). My main question mark is with a longbeard. Now I know how to develop longbeards, but this one has gotten away on me. For his first skill he rolled doubles, so I took the rare opportunity to put dodge on a him. My thinking was that he would be very difficult to knock down and might get the occational dodge to a better position (something I almost never do with longbeards). For his next skill he got ST+. Awesome! I've never had a ST4 longbeard, let alone a ST4 blodging longbeard. My only question is where to go from here. He is poised to become one of the most dangerous longbeards ever to walk on the pitch (IMO). I don't think I should go with the standard guard, stand firm that most longbeards aspire to. There will be enough of that on the team already, and he is a very unique player, and could become a real terror. My thoughts are to go with Mighty Blow as his next skill to help him remove opposing players and to get him spp faster. Then maybe go with Grab (so he can throw his weight around) or Stand Firm (so he doesn't get pushed out of the way). So my 3 questions are: 1. Thoughts for my longbeard (Dodge, ST+). 2. What do I do with my deathroller. 3. Should I replace my MA- lonbeard (5 spp). |
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#2
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| 1. Same as normal Guard then Stand firm, or the other way around. ST4 with Guard is great, especially with Block + Dodge as well. In reality though it is going to be a long time before he gets another skill. 2. Use him on the drives when you receive the kick off. Use up as many turns as possible helping with the cage or just generally hitting people. You should make sure any blocks he does are with three block dice. 3. If you can afford to then probably, dwarfs don't often get out numbered and move 3 is rather limiting. (Not that move 4 isn't).
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#3
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| 1. Coach nailed it (after all he is da' Coach). But I have to agree with Charging pun in that this particular Longbeard seems unique, a real tough hitter and one tough dwarf to hit. So yes, Guard with ST 4 really is great, but Stand firm and Grab keep him closer to the action, and Mighty Blow or even Pile on (although it would hinder his movement) improve his chances to create havock. I'd go with Grab myself (unless you roll doubles and get Frenzy) in order to maximize the smacking. 2. Start by making roaring engine sounds and then follow up with a hiddeous laughter. That is usually all that the Deathroller ever needs. Trust me, your opponents will cower in fear. ![]() 3. Replace him ASAP. |
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#4
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| Ha ha, my bad. No need to roll doubles to get Frenzy (damn all those years of playing with LRB 4.0). So Grab or Frenzy, tough choice since you can't combine them once you get one of them. I'd personally go for Frenzy... Ogre Slayer Longbeard??? |
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#5
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| I would keep -MA to put him on scrimmage, he´s not likely to run around the pitch from that starting position, an one cas later he will be a guardsman. The special one: I would go for M-blow, then guard or stand firm, I love to hurt the opponent. |
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#6
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| 1: Frenzy is the way to go me thinks. I know you already have Slayers, but with a St4 dude he can move around on his own and not need assists. 2: As everyone else said, use on your drive and hit things until they stop moving! Block and Multiple Block are your first skills if possible. 3: I'd keep him and throw him on the LOS, during Defense if you have spares. All he is ever doing is absorbing hits anyway. |
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#7
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| Well, I've played a few games since my last post, and I've had some interesting rolls. Here are the Iron Breakers as they stand currently (in bold is what has changed since my first post): Troll Slayer Mighty Blow, Stand Firm Troll Slayer Dodge Runner Block, Strip Ball, Dodge Runner Block, Pro, ST+ Blitzer Mighty Blow, Grab Blitzer 5spp Deathroller Guard Longbeard Dodge, ST+ Longbeard +MA, Guard Longbeard Guard Longbeard Guard Longbeard Guard I did retire the MA3 longbeard, but I choose not to replace him right away (for TV reasons), his replacement is coming I just didn't want to be too far ahead of everyone I'm playing. My Deathroller is chugging along nicely. Causing havoc on the field whenever he is on it. And I make sure to take the opportunity to foul with him right before I score to make use of Dirty Player (and the fact that he is going to be sent off anyways). My ST4 longbeard has become the target of touchbacks (when there is enough time on the clock), and as a result he is only 8spp from his next roll (which I think will be Mighty Blow). After my last game I recieved a rare treat (as dwarves) because I was awarded 3 advancement rolls. They went to my 2 runners and my blitzer. That is when I got ST+ (my second on the team), doubles (Dodge), and a normal (Grab). This is by far the most interesting dwarf team I have ever played. I have 3 blodgers and 2 ST4 players! Keep on rolling those doubles! |
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#8
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| Wow! I haven't played in a long time, but I got caught up in the urge over the weekend. Here is the team as it is now: Troll Slayer Mighty Blow, Stand Firm, Tackle, Pro Troll Slayer Dodge, Mighty Blow Runner Block, Strip Ball, Dodge Runner Block, Pro, ST+, Shadowing Blitzer Mighty Blow, Grab, Guard Blitzer Mighty Blow, Guard Deathroller Guard Longbeard Dodge, ST+ Longbeard +MA, Guard Longbeard Guard, Dodge Longbeard Guard Longbeard Guard 4RR 1 Apoth 0 Cheerleaders 13 FF This is more or less just an update post. Though I did have a fairly difficult time (compared to my other games) against the orc team I played (1 troll, 3 black orcs, 3 blitzers (1 with ST4), and Varag). It just seemed that there was never enough strength. No matter how much I had, he always had more. How do you combat the brute strength of the orcs? I was getting my 2D blocks, and I have enough MB on the team to take advantage of them, but I didn't seem to be making any headway. AV 9 is tough to break. Any ideas on fighting the power teams? Thanks. |
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#9
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| Just do what you were doing, force them to roll dice and get your Guard in play to make these one dice. Eventually the turnovers will come and you can play attrition with Dwarves high armour and Thick Skull. You don't really have many other alternative play styles. Getting Stand Firm next to their ball carrier can cause problems. You may have it easier against other sides that aren't Orcs as they will usually have less armour as well. Not sure Shadowing was a wise skill choice on your Runner, with only MV6 it isn't a great skill. Fend would have probably been more useful, or even Nerves of Steel so you can Pass and keep that ST4 marking someone.
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#10
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| Shadowing on MA6 is not so bad. MA 6 - 58.3% MA 7 - 41.7% MA 8 - 27.8% MA 9 - 16.7% It's a passive skill, so I don't have to attack to use it (which is good because I have enough players with active/blocking skills). Plus he already had Pro, so his chances are even better than those listed above. And being a ST4 player he is less likely to be blocked/blitzed off the target. Having Shadowing let's me blitz one potential reciever, and mark the other, knowing he is marked well. For my Block, Strip Ball, Dodge runner, I was thinking Pass Block as his next skill. For my Mighty Blow, Stand Firm, Tackle, Pro Troll Slayer I'm not really sure what to take as his next skill. Maybe Guard or Juggernaut. Is Guard a good skill for Troll Slayers? My Dodge, ST+ Longbeard has 30spp. Only 1 more til his next skill. Stand Firm is going to be my next skill on both my Blitzers and most of my Longbeards. Mighty Blow is a possibility for the Longbeards, but I have quite a bit of it on the team already, and Stand Firm will help with positioning and my lack of MA. |
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