Double roll for Dwarven Bull Centaur

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Lahatiel
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Post by Lahatiel »

EviLAnt99 wrote::evil: SBG: u could of started with two BC's... Heres how i started my team... 6 Chaos Dwarfs, 2 BuLL Centaurs, 1 Minotaur, and 2 Hobgoblins. Its a pretty good set up but i still need to work on strategies for the team.
Did you go with 2 RR and 3 FF, or 1 RR and 8 FF? Just curious, 'cuz I'll be starting my CD's very shortly here, and I'm taking almost the same line-up, except I'm opting for 3 CD's and 3 Hobbos, 2 RR and 6 FF...

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EviLAnt99
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Post by EviLAnt99 »

:evil: i started with 2 RR's and 3 FF. it was kinda a hassle at first but i got used to it. the brute team more than makes up for it. i would of had a reroll sooner but i rolled horrible for my winnings... and break tackle is not a good first skill for a Bull Centaur. Since the new rules changed how break tackle was used (can be used only once per turn) its not worth it to get unless u have other skills first. thats just my opinion though

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The only thing worse than a dumb hobgoblin is two dumb hobgoblins, but i'll take the two anywho!
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Lahatiel
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Post by Lahatiel »

Ack! When reading your reply, I just noticed that I'd said 3 CD's and 3 Hobbos... of course, I meant 5 CD's and 3 Hobbos. With two BC's and a Mino it's still fairly brutish. And with the 6 FF, I figure it shouldn't be too long before I can get my 6th CD. I'm really looking forward to finally trying these guys out. :)

BTW, only time I've ever been in Montclair was stopping off when leaving Ontario airport once. You ever make it out this way much? (I'm actually in North Hollywood myself, technically)

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Post by EviLAnt99 »

:evil: i go out there every so often to catch a concert or so... but im usually in my area. also, everyone beware the minotaur... it can be just as much bad as it is good, if not more! first skill for the minotaur should definitely be block. the minotaur has cost me more games that it should have. :-(

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The only thing worse than a dumb hobgoblin is two dumb hobgoblins, but i'll take the two anywho!
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Post by christer »

I start my CD teams like this:
Mino, 2 BC, 4 CD, 5 Hobs, 2 RR, 5 FF

Even with a full team, I usually don't set up more than 4 CD's on the pitch.. I like having the movement and agility of the hobgoblins.. And three or four CD's on the pitch gives me enough punch...

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Post by McDeth »

In my experience you'd be better waiting a few games for your team to develop before bringing the minotaur in. Start with a higher FF at least 6 to get the $ rolling in.

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Post by christer »

Well.. I'm not even sure it's worth it to have the minotaur at all.. It's a random element and usually forces me to do unwanted dierolls which can easily cause a turnover in bad times..

On the other hand, I can't imagine playing without it.. It's such a wonderful model... I'm also getting highly used to playing with it. When he's off the pitch, I tend to feel lost :)

-- Christer

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Lahatiel
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Post by Lahatiel »

I'm fully aware that my mino has potential to hurt me as weel as my opponent. But he's fun, and that's the key for me. I like using my 2E mino model and he's cool, even if he might be a risk at times. Besides, I can get him ,2 BC's, 5 CD's and still have a FF of 6 like McDeth suggests, so I feel good about my line-up. :)

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Post by Korhil »

It's getting off the Threads orignal topic... but, Id be tempted to start with:

2 Bull Centaurs 260
5 Chaos Dwalfs 350
4 Hob Goblins 160
3 Re-Rolls 150
8 Fan Factor 80

Hob Goblins are you only AG 3 Guys and they have AV 7... so starting with 4 means you have have 2 deep to pick up the ball and 2 going upfield more. Only having 3 AG3 guys is a bit more risky.
3 Re-Rolls I think is minimal... Elf Teams start with 2, but they have AG 4 all arround, CD's have Low AG and the game is won with TD's, so you need to make sure you can handle the Ball.
The Minotaur is a risk early on. You already have 2 ST players, and Dwalfs are solid enough. 8FF means you can afford the Apothacary after the first game, and then either the 6th CD or Minataur depending on your preference.

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Post by Zombie »

ianwilliams wrote:Having played against some very effective CD teams I can strongly recommend giving BC's break tackle as the first skill. The increased mobility is outstanding making it much more likely for you to be able to turn over the ball.

On a double I'd take either Stand Firm, since it makes for guaranteed dodging or Diving Tackle - since you can often get next to the ball carrier, even if you can't hit them.
Remember that stand firm now lets you stand in the square you were attempting to dodge from (ever since 4th ed, so it's not like it's anything new), so your two arguments are totally invalid. Stand firm is still very good though.

Personally, for bull centaurs on double i prefer dodge (goes very well with break tackle), stand firm (same), frenzy (makes a terrific blitzer) and catch (i like to score a lot with my bull centaurs).

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Post by Zombie »

Why does everyone here like to take the minotaur? In my league, everyone who plas chaos dwarves start with a troll right from the start. He's much more reliable.

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Lahatiel
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Minotaurs over trolls

Post by Lahatiel »

Zombie wrote:Why does everyone here like to take the minotaur? In my league, everyone who plas chaos dwarves start with a troll right from the start. He's much more reliable.
Sure, the troll is more reliable. But -- for me -- the mino is more fun; I like the flavor better. Besides, the mino plays into my theme with bull centaurs and all the CD's with the bull-horned skulls on their helmets; every games starts with the playing of my fight songs: Bulls On Parade by Rage Against The Machine, and I Am The Bullgod from Kid Rock :D

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Post by scrollmaster »

completely back to the topic, I can say I now have one BC with Break Tackle (killer skill!) and one BC with Stand Firm and although I have only tried the following tactics once it seems to work:

break tackle BC runs alon the side line (one square in) second BC with Stand firm is next to him towards the center acting like a wall. It is a combination I expect a lot from in future games

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Post by TiMuN »

Run a hobbo along with them to put some tackle zones, and you have it.

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Post by Sputnik »

So I assume that you give your BC block as a second skill??

What if you roll a double then? Still no block? :o

A ball carrier with no block/dodge and AG2 seems very vulnerable to me, even with break tackle through this gives you some relief! :cry:

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