![]() Thanks to Dauntless (and all their friends with Guard) Multiple Block can also be considered on Slayers. Few good opponents will let dwarves crowdpush often. However, Dwarves do not have the movement or agility that allows teams like Norse or Dark Elves to set up unexpected crowdpushing opportunities in the first place. One downside of Tackle is that, in the client, it makes crowdpushing more difficult. MB+Tackle+Frenzy is a powerful weapon against AV 7 Blodgers. The best players to target with MB are AV 7 players. ![]() MB helps them cause that damage while other dwarves will support them with Guard in the process.Ī similar argument applies for Tackle. Why Mighty Blow ahead of Guard? Because of Frenzy, Troll Slayers are your designated hitters when you're blitzing for damage. Troll Slayers: On normal rolls, Mighty Blow, then Guard and Tackle. (Note that Runners don't need to bring even more Guard to the party.) Dodge makes it really hard to get the ball off them, and Side Step helps you make sure it doesn't bounce anywhere helpful if the worst does happen. Some coaches prefer Runners to Longbeards as DPs thanks to their higher MA and AG. On later rolls, Strip Ball could be taken. Runners: On normal rolls, Block and Tackle. Could also get Strip Ball or Sure Hands later. +MA is not as good as Guard or Mighty Blow, but is better than any later normal choices.īlitzers: On normal rolls, Guard, Mighty Blow and Tackle. Dauntless is also a possibility if the Slayers aren't providing enough or you find their Frenzy causes too many problems. On doubles, Stand Firm (or Side Step) and Dodge. They have no other especially strong normal skill choices (Pro and Piling On being the best of what's there). Longbeards: On normal rolls, Guard and Mighty Blow. ![]() Longbeards and Runners can both be considered as DPs. Generally you should only foul with the eye off you, and even then only targets who are really worth the attention. However, fouling is not the mainstay of a dwarven strategy: all your players are too expensive to foul with when there is a risk of being sent off. On fouling, it is worth Dwarves having one or two Dirty Players in case they have a bribe or get the ref. It's also useful to have a fast player (ie, a Runner) with Tackle for those times when the target has run out of the reach of any Longbeards. It's also an important skill for Slayers as they are your hitters. If in doubt, err on the side of Guard.Īlso, with regard to Tackle, never think that just having it on the Longbeards is enough. The exact mix of Guard and Mighty Blow you go for will depend on the state of your team and its future plans. However, it is possible to have too little of some other skills (notably Mighty Blow) relative to Guard. In general, you cannot have too much Guard. Dwarves can find themselves outweighed in the long run by teams (Orcs, Chaos) who, like them, have lots of Strength skills but have high base ST too (and often higher AG and MA too). They don't have individuals like Mummies, Big Guys or Black Orcs who can sometimes be dominant even without much support. ![]() When the ball goes loose, often it just won't be accessible to one of these players (who are still relatively slow and unagile). If these players (or just some of them) are eliminated, things look quite bad and options are considerably reduced. In addition, Dwarves can often be easily stalled on if they've been drawn out of position. If your opponent gets a 2-0 lead you've probably had it. They also don't need to worry too much about getting blocked themselves occasionally since high AV and Thick Skull tend to keep them on the pitch. The net result of this is that Dwarves can two dice (and occasionally one die) block very reliably. Skills like Frenzy, Dauntless and Tackle which are useful for dealing with certain tricky opponents are available on the starting roster. All players (except Runners) have access to Strength skills (including the very powerful Guard and almost-as-powerful Mighty Blow). On the other hand, if they can force their opponent to play their game, Dwarves can appear unstoppable.Īll players start with Block (except Runners). If forced to play outside their comfort zone, Dwarves can be made to look very foolish. However, they are also extremely limited. Dwarves are very reliable and powerful at what they are good at: blocking and staying on the pitch. ![]()
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