I'd like to draft a Chaos Dwarf team in the near future, and I'm a bit torn with which direction to take things. There seems to be more flexibility in strategy than I was expecting in a dwarf team. I wanted to get some veteran's perspectives on how to start things off. One thing important thing to know about our league is that we also start by giving two different players 6 SPP each, and then allowing them to take one (nondoubles) skill, which then adds 40K to the value of the team. Questions about the best skills to pick to follow the teams. Drafting Option A 1 (130) Bull Centaur 6 (420) Chaos Dwarf Blockers 4 (160) Hobgoblins 4 (280) re-rolls for a total of 990K pros: Lots of rerolls. Great strong line, all of the Dwarves will be out there earning SPP from the get-go. cons: Only one Bull Centaur. The other Bull Centaur would plan on joining the team ASAP, as I can't think of anything else that I would spend money on until that happens. Option B 2 (260) Bull Centaur 5 (350) Chaos Dwarf Blockers 4 (160) Hobgoblins 3 (210) re-rolls for 980K. pros: both Bull Centaurs are starting. cons: fewer rerolls (less ball movement among other things). Strategy Overview One of the things I'm most excited about with this team is the combination of a, strong, durable line with some potential for big-play ball movement from some players. My objective with this team is to have the flexibility to break out with either a big run or pass or (preferably) the option of both. I anticipate using a cage some, but I also want my opponent to be worried about the backfield too. I imagine that both the hobgoblins and the centaurs (or one of them) will do ball handling. Depending on the other team, I might want to start with the Centaurs up on the line and picking the ball up with a hobgoblin, or possibly having a Centaur pick it up (did I mention that I need 3-4 rerolls?). Getting ball into the hands of a Centaur will be a key part of my offense, however it happens. That's where my questions come in, given that I can start off with 2 skill picks (on different players). Here is what I would like to see down the road. Let me know if this seems like a bad plan, or how I might best get there. 1. Getting "Guard" on as many Dwarves as possible is key to all of my plans. With a line of 6 Dwarves and as much "Guard" as I can get I think I can go toe-to-toe with just about any other line out there. That gives me the option to beat up a weaker team while grinding away, or at least holding my own against a bashing team. After this is accomplished, then I can (try to!) exploit my other plans. 2. Formost among said plans is a "Running Back" Centaur with the ball and some skills like Juggernaut (and/or Block? not sure about this one), Break Tackle, Sure Hands. Questions for this guy include which skill to take on a doubles roll? "Diving Catch" might be amazing, because it would open up the possibility of receiving the kick with a hobgoblin and then passing (accurately) to him and increasing his chances of getting the ball - after a successful accurate pass - to 8/9 (after a reroll) plus a chance to catch the scatter on a bad pass. It would also allow him to take "Kick-Off Return" and get some free catching rolls on a good number of kick-offs. It also might give some teams a real headache: Imagine a centaur blitzing around the corner of a line (or through in some cases), he pushes someone out of position, breaks a tackle on another and then he has diving catch and strength 4 in the backfield. How do you cover that? The point is not to actually DO it (perhaps once a game, if that?), but that there is some small of it happening. I would hate being a defender and knowing that there is, say a 15-20% (assuming some rerolls) chance that a centaur could end up with the ball behind my line. It's probably going to take 2-3 players to even have a chance of stopping him at that point, and that's assuming they can catch him. Another path to go down with a doubles roll would be to give him an option to pass. "Hail Mary", or "Accurate" followed by "Strong Arm" would be another way to give the defender fits. Then I can try to slip a hobgoblin or 3 around the line somehow for the pass - or if he spreads the line out enough to shut that down then I would hope to either beat that line up or break the running back through. Then a line of dwarves (with tackle!) stop the centaur from getting too mobbed in the backfield while he breaks tackles and juggernauts his wait to the end zone. Questions I assume that other player do something like this - does it work or is it too crazy for a serious team? Since I can start with 2 non-doubles skills, the big question is do I give two of The Dwarves guard and then feed SPP to the Centaurs in the hope of getting doubles? Or is it better to make one or both of the Centaurs into great players right at the start? And what skills? Block seems like a given on one of them, but the does the other take Juggernaut? Is a ball handler without Block (but with Juggernaut) reasonable, or is the block still crucial? Finally, should I even consider taking a Minotaur? Then I would imagine Juggernaut might end up being a waste on a Centaur, since I will want to blitz often with the Big Guy.