shenanigans Chaos Dwarf team for review

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Cephme
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shenanigans Chaos Dwarf team for review

Post by Cephme »

Here is an idea I came up with for a Chaos dwarf team for our extremely short league (6 games + 3 game playoff) Let me know what you think.

6 Chaos Dwarfs
2 Bull Centaurs
2 Hobgoblins
2 RR
9 FF

(Drum roll)

Free boot the Chaos dwarf with blunderbuss.

Here is my reasoning. By having the blunderbuss you get a lot more abiltiy to score quickly. This helps build SPPs quickly thereby kick starting your team. For example, you have a hobgoblin pick up the ball and get it to the blunderbuss. Bull centuars run as far down field as he can. Blunderbuss one BC the ball. If it lands on him (50/50 chance) he has a great chance to control the ball deep the opposing half, likely scoring in 1 turn. If not, the ball is far down the end of the field with 2 Bull centaurs lurking in the back field and a strong chaos dwarf line up front. Next turn Blunderbus moves up field to seal any hole in the line. With esentially 7 CDs you can cover the entire breadth of the field. Obviously this works well on defense as well having a 7 man front with 2 BCs as line backers and 2 hobogobs back as safeties. Furthermore after the game your are likely to fall to 99 team rating getting you an additional +1 on the money roll for your next game. At minimum you will almost never face an opposing handicap roll and will be likely to get one yourself for much of the rest of the season. Starting with a 9 FF will garuntee you will get at least 20,000 for the first game with a potential of 100,000 (if really lucky and the other guy has high fan factor as well). Here is what you buy for next game in each case. 20-30 Freeboot a hobgoblin. 40-60 Buy a hobgoblin. 70-80 freeboot a hobgoblin, and buy an apoth. 90+ Buy a hobgoblin and an apoth. It is total underhanded shenanigans, but could make for a very interesting team. So what do you think?

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Post by Thadrin »

Can't say I like it...the Bazooka tactic is a neat idea, but any opponent worth his salt will keep a few guys back to defend it and, as soon as he gets the chance, stomp all over those Hobgobs. That leaves you with AG2 all round.

Remember: the Bazooka tactic will only work 50% of the time at best. It fails and you're against a finesse team then you're going to find yourdelf totally undefended in the backfield with what little speed you have downfield. And then your bazooka will get his marching orders.

Hell, with BCs not having block, even a 2 dice against block is worth a shot against them if there's a blitzer in range.

I'm not saying it CAN'T work...I am sceptical though...
Hell, I admire your guts for trying it. Go on and do it and tell us how it goes.

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Post by Darkson »

IMO you might want to add another RR if the blunderblus play is your "ace in the hole". Hobgob pick up 3+, successfull hand off 4+, and then you're relying on the BC's picking it up on a 4+. Not good odds for a sucessful game plan.

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Post by narkotic »

If that's a short league, the season will be over until you've build up your team via the blunderbuss trick. You will have a hard time handling the ball with just 2 Hobgoblins and just 2 RRs, let alone the Bull Centaurs luck picking up balls, you shot beforehand via the Blunderbus. How you want to shell out the amount of 50K every game to freeboot the blunderbus-dwarf? You need much luck for ball-handling, gate/winnings roll and injuries. If you get into the injury/miss game cycle you'll have to drop the blunderbus in mid-season anyway, leaving you with a smashed team that has lost it's main stategy.

I recommend to have 3RR and 3-4 Hobgoblins at least. If you're keen on the blunderbus trick, do it just once or twice in the season, in the play-offs or against strong teams. Or do it after you have developed sure-hands for hobgoblins/Bull Centaurs.

What you want to try is a very high risk game, it could spoil your fun at the very first game, though.

my two cents.

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Post by Cephme »

For me the idea is not really that you will score that quickly, but CAN score that way. It would probably only be pulled out on my first drive (getting the lead to then be held through normal dwarven tactics) or in despiration at the end (I gotta score... NOW!). The big issue for me is getting a rock solid line of 7 Chaos dwarves in game one instead of having to put unskilled BCs or hobogobos in to defensive postions. Presenting the treat of the long bomb is a big enough issue to keep an opponent out of a singluar game plan. Forcing him to keep "honest" with some safeties. It makes them respect the long bomb from a team that usually can not do it. I really don't care if one of the opposing safeties gets the ball either. Lauching a ball deep in to their territory will cost them at least one additional turn of movemement/pick up. Chaos Dwarves on the line should be able to stick most of the opposing support up near the line, leaving the safety (who we will assume now had the ball) to face the bull centaurs alone. In this plan your hobgobs should never leave your defensive quarter of the field. Never bring them up into mid field while you lack an apoth. That is just asking to get them squished.

The typical 3rd Hobgob and save 10,000 or get 3 rr and drop to FF 6 doesn't do a lot for me. As we know the hob gobs are squishy and are in my opinion best used as ball handlers/short passers/hand offers until you have a large number of them. This probably will not happen in a short league. As such you take just a few and hold them back.

If we are not going to be allowed to take our teams forward season to season (a source of debate right now... not allowed after seasons 1 and 2), I may go with the following instead, but if we are the original post is better due to the higher FF.

6 Chaos Dwarfs
2 BC
1 Troll
2 hobgobs
4 FF
2 RR

Just not as sexy in my opinion.
Thanks for the input, I am at least trying the first team in a one off game, but am not sure if they will be my league team. Either them or some flavor of elves. We have too many middle of the road teams (human and orcs galore with a few bashy gits) and I want to push us to one extreme or the other.

Laters,
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Post by Grumbledook »

you can score in 3 turns rather easily with a centaur and only need to do the 4+ to get an ag2 player the ball once

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Post by Cephme »

Narkotic. The Blunderbuss is a first game gimic only. It is not intended to be a long term part of the team. See the post game section of the first post.

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Re: shenanigans Chaos Dwarf team for review

Post by Tim »

Cephme wrote: 6 Chaos Dwarfs
2 Bull Centaurs
2 Hobgoblins
2 RR
9 FF
a, I don't think this is a valid starting team as these are only 10 players. Keeping cash to freeboot a 11th player does not make the team a legit one.

b, 2 RRs is far to few on a Chaos Dwarf team, short or long league.

c, The blunderbuss tactics might work once in a while, but ususally you'll fail miserably. Too many 4+ rolls involved for 2 RRs. Most likely you will end up with a lonely Bull Centaur deep in the opponents half and a ball on the ground. Opponent moves assist(s) in, blitz, snatches ball away ... you lose. Against elfs forget about the blitz part :)

Tim, whose team did not manage to pick up the ball in 6 consecutive turns each with a RR at the french tournament.

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Re: shenanigans Chaos Dwarf team for review

Post by Darkson »

Tim wrote:a, I don't think this is a valid starting team as these are only 10 players. Keeping cash to freeboot a 11th player does not make the team a legit one.
Good catch there, Tim, you're right, the teams not a legal one. :oops:

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Post by Cephme »

I do not understand why it is not legal. You are only required to field 3 guys. Not 11.

Ceph

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Post by Darkson »

LRB P.17 wrote:In addition, your team must have at least 11 players and may not have more than 16. Within these restrictions you may have any number and type of player, just so long as you have the cash to hire them.
And as freebooting is done pre-game, your starting roster must have 11 players.

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Post by Darkson »

Of course, if your league agrees, you can always houserule differently.

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Post by Cephme »

:puke:

Well that stinks. I think we have actaully had teams that have violated this rule, but it is not a specific yes you can house rule. I just don't think any of us caught it before. Ah well, guess it is back to the boring old amazons (played them two seasons now) or try my hand with an elf team time since I really don't like slow, bashy teams, the BC's will not have this deep threat, and the hobgobs are not good enough to keep my interest. Maybe when mag 8 comes out, the new elf team will be interesting.

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Post by grep-v »

Cephme wrote::puke:

Well that stinks. I think we have actaully had teams that have violated this rule, but it is not a specific yes you can house rule. I just don't think any of us caught it before. Ah well, guess it is back to the boring old amazons (played them two seasons now) or try my hand with an elf team time since I really don't like slow, bashy teams, the BC's will not have this deep threat, and the hobgobs are not good enough to keep my interest. Maybe when mag 8 comes out, the new elf team will be interesting.
Why this? Drop 5 FF and buy a troll. Don't believe the others with this "ballhandling-is-so-hard-with-the-BCs-and-CDs"-crap. It can be done, not easily, but it can be done. Try to get an apothecary as soon as possible, then one additional hobgob and perhaps another two hobgobs or a third reroll.
This will do it. I played a similar team successful in two tournaments and a ten game lasting league season.

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Post by Tim »

Cephme wrote: Ah well, guess it is back to the boring old amazons (played them two seasons now) or try my hand with an elf team time since I really don't like slow, bashy teams, the BC's will not have this deep threat, and the hobgobs are not good enough to keep my interest.
I don't see the point. Chaos Dwarfs can dominate a short league. We played 8 games + 2 round playoffs and my Chaos Dwarfs won every game. I managed to get them to a 15 player roster with 5 RRs just in time for final (TR 172).

I'd start them with a financially economic roster of:
6 CDs (420k), 4 HGs (160k), 1 BC (130k) 4 RRs (200k) + 9 FF.

This roster gives you good hitting power with max CDs and they all start collecting SPP from game one. The BC is a major scoring threat once he has the ball (mine did all 3 TDs in my first game). The HGs are good as support staff (assists, BC protection), ball handlers and runners (proteced by the BC). And you start with 4 RRs, giving you a big advantage on your opponents in the first couple of games. It also means you don't have to burn cash on RRs before your roster is maxed out.
Purchases: Apo, then 2nd BC, then Troll, then 2 HGs, then a 5th RR.

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