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Dwarf tactic thread.

Posted: Fri Oct 04, 2002 10:57 am
by Heiper
Well then. I've played Woodies for a long time with 2k1 rules, i guess about 60+ games, and now i'm tired of them so i wanted to try something very diffrent. Dwarf came up in my mind, always wanted to play them, seems like more fun than the elf dodging game.

So, i have searched this forum for threads on Dwarfs, and found a little here and a little there, but wouldn't it be nice if we had it all in one thread?
At least until there is a very good article about it :-) Dwarf Bowl aint that easy for everyone.

Dwarf Defensive Alignment Thread
viewtopic.php?t=2206

Dwarf in trouble against humans thread (some good advice here)
viewtopic.php?t=1665

Longbeards and doubles (sidestep discussion)
viewtopic.php?t=816

How to win with Dwarfs
viewtopic.php?t=1082

Dwarf Runner Development Discussion
viewtopic.php?t=930

How to put Dwarfs on the Pitch (pretty much the same as one above)
viewtopic.php?t=560

Thats it for LRB rules as i found. If you have ANYTHING to add to Dwarf tactics etc, do add it here. Its good to have everything in one place, at least i like it nice and tidy :-) And do try to make serious posts.

Posted: Fri Oct 04, 2002 2:24 pm
by Norse
To summarise from an experienced Dwarf coach:

BLOCK

FOLLOW UP

That's pretty much it. The Block/Tackle/Thick Skull combo is truly priceless as punishing LOS trade offs should (really should) come out your way. Lack of AG3 players means you will not win every game (especially against teams with AG5 players for example) but you need to think as a Dwarf under such circumstances.

BETTER TO WIN THE WAR THAN THE BATTLE!

Dwarves progress slowly and lose frequently to begin with, don't lose patience, you will be well rewarded in time...

Posted: Fri Oct 04, 2002 3:10 pm
by voyagers_uk
just to add that in thinking like a dwarf (NB not like a slayer :wink: ) you should only follow up the block if it is to your positional advantage. Close ranks and keep your chins on your breastplates. I cannot emphasise Guard enough.

work to your strengths but do not be afraid to improvise.

Win the War as my astute facial double says and make a special note in the Book of Grudges for anyone lucky enough to get away with a win.

Posted: Fri Oct 04, 2002 10:53 pm
by SixFootDwarf
My best advice would be to play boring and ruthless. Everyone that doesn't have Tackle should get it on their FIRST upgrade (excluding Runners). Those that DO have it should get Guard then Mighty Blow. Actually, here's my opinion of the progression for each position:

Longbeards: Guard, Mighty Blow, Pass Block. Doubles either Stand Firm or Diving Tackle.

Runners: Block, Kick, Hail Mary. Doubles Dodge.

Blitzers: Tackle first, then same as Longbeards. maybe the odd Piling On.

Slayers: Tackle, Piling On, Mighty Blow, Pro. Doubles Stand Firm, or Diving Tackle. (people are either gonna want to push you away or dodge away...either of those will negate that.)

Any Dwarf player has got to remember that it's all about 2 things: positioning and cruelty. Unless you have 9 players with Guard, a solid wall of defenders will only get you scored on. Spread out, throw tackle zones all over the place, and watch the failed dodges pile up. The easiest way to win games is to take away your opponent's ability to field a team. :D Other coaches will DREAD playing you and you won't ever be voted Offensive Coordinator of the Year, but boy will your boys have a list of casualties. And NEVER be afraid to foul your way to victory. I always carry at LEAST 2 Dirty Players.....for those special occasions. :D If a Dwarf player "Gets the Ref" it should be over. Never fail to throw a block and follow up religiously...unless it brings you next to a Mummy.

Oh, and one more bit...protect your Slayers as if they were your very own children!!!! Your Runners too to a certain extent, but without your Slayers your ability to inflict pain is severely limited....and that means you're toast.

I'll add more later...

Posted: Sun Oct 06, 2002 7:05 am
by Mestari
Norse wrote: Lack of AG3 players means you will not win every game (especially against teams with AG5 players for example) but you need to think as a Dwarf under such circumstances.

BETTER TO WIN THE WAR THAN THE BATTLE!

Dwarves progress slowly and lose frequently to begin with, don't lose patience, you will be well rewarded in time...
I say:
BETTER TO WIN THE WAR AND EVERY GOD-DAMN BATTLE!

Keep your tactics varied:
Don't hesitate to score in two turns if you can afford to let your hated enemy be on offense. It's always good to disperse their defense by at least threating with a quick score.

Use cages both in the sideline and in the middle. Sideline cage has the advantage of being almost impossible to break, but it is also easier to slow down or stop. But there your slow movement doesn't matter.
In the middle your cage has more movement options but you have more area to protect resulting in a thinner layer of dwarves around the ball-carrier.

And force your opponent to play dwarf-ball for as many turns as possible, preferably at least 13 turns.

Posted: Mon Oct 07, 2002 5:20 pm
by Thadrin
"Kill baby Kill, kill kill kill kill" - SPF1000 "Haunted House"

Pretty much sums it up....alternatively

"Let the bodies hit the floor" - Drowning Pool "Bodies"


Try and force your opponents into blocks that are to your advantage. Following up is generally prefeable, but there are times you won't want to.
Get Tackle zones on as much of the pitch as possible. Force opponents to dodge around you. Its a pretty good rule of thumb that as a Dwarf player, if you're outnumbered you in trouble, if you have numeric superiority your opponent is in deep trouble(unless he's playing blasted pointy eared prancing scum tree huggers). Don't be afraid of one dice blocks.

NEVER outrun your blockers. I can't stress that one enough.

Advancement?
Slayers get Mighty Blow automatically. Then you have a number of fun options: Piling on, Strip Ball, Guard, Tackle - all useful. on a Doubles STAND FIRM is a must.
Longbeards first skills are ALWAYS Guard or Mighty Blow, followed by the other. Go Stand Firm on doubles. Guard on even one Longbeard can be devastating. For one of my Longbeards I went a slightly different route - gave him Mighty Blow to get the SPPs rolling i early and then Dauntless on the doubles I rolled for his second skill. I now have a guy who can happily take on Mummies, Bull Centaurs and so on (I play in a Thumpy league), and they'll often stay down.
Blitzers are very flexible. I'm going to go for guard and use them as bodyguards for my Runners though. Pass Block can be good, as can the same ideas as for Longbeards. For fun on doubles go for something like Catch and get Pass Block next. Play him center field in defence and your opponent will get a nasty shock. Tackle is very useful here too.
Runners will get you most of your points. Block, Pass, Dump Off, Nerves of Steel, Dodge on doubles, Pass Block....again, it depends what you want them to be.

in short (pun intended), and as the others said, play mean and try to force the game into a blocking battle, while playing possesion and ball security. Not pretty, but effective and surprisingly fun.

Posted: Mon Oct 07, 2002 5:24 pm
by Thadrin
Mestari wrote: Don't hesitate to score in two turns if you can afford to let your hated enemy be on offense.

....remembering that your opponent will be mortified to have allowed the singular event that is a two turn dwarf TD. Won't he Lucy ;) ?
Mestari wrote: Use cages both in the sideline and in the middle. Sideline cage has the advantage of being almost impossible to break, but it is also easier to slow down or stop. But there your slow movement doesn't matter.
In the middle your cage has more movement options but you have more area to protect resulting in a thinner layer of dwarves around the ball-carrier.
I prefer driving a wedge through the line, sending the ball carrier through, and busting a second gap to allow blockers in behind the opponent's line to hinder pursuit. Very satisfying when it works.
Mestari wrote: And force your opponent to play dwarf-ball for as many turns as possible, preferably at least 13 turns.
Hell yeah.

Here's one for you...

Posted: Mon Oct 07, 2002 7:59 pm
by Cervidal
Throw the damned one-die blocks! Dwarves tend to have Block on 'em, eh? Don't hesitate to throw a straight up block, like many coaches are worried to do. It's no different than a 2+ dodge; you're only falling on your butt one in six tries.

Posted: Mon Oct 07, 2002 8:55 pm
by Mestari
Thadrin wrote: ....remembering that your opponent will be mortified to have allowed the singular event that is a two turn dwarf TD.
I played against Khemri few weeks ago. First turn, I pick up the ball but remain deep and get one runner 7 squares from the end zone.
Opponent doesn't realise what's threating him and doesn't put TZ's on him... second turn - a nearby blitzer completes the hole by blitzing the player in front of the runner, the other runner makes a pass to him and the runner runs in for a TD. I had only 8 players left standing so I had to improvise a bit - but I won!

And the look on his face was worth the while when he realised that I'm going to score and that he had positioned his players totally wrong.

Posted: Mon Oct 07, 2002 9:19 pm
by Fweddy
I've had a two turn TD scored against me by a dwarf team. I can confirm that its humiliating.

Although after that I managed to get stupidly lucky and killed three of the short gits!

Posted: Mon Oct 07, 2002 11:02 pm
by neverdodge
i didn t even knew dwarves got a tactic :lol:

Posted: Tue Oct 08, 2002 1:22 pm
by The_Wicked
Noone will kill three dwarves and escapes unpunished: Look forward for the next match against my brothers!

DWARVES RULE!

:pissed:

:D

Posted: Tue Oct 08, 2002 1:46 pm
by martynq
Reading through this thread reminds me why I find dwarves such a dull team and why I hate playing against them.

Cheers,
Martyn

Posted: Tue Oct 08, 2002 3:23 pm
by voyagers_uk
Conversely Martyn, I really like playing Dwarves after the dodge hand off dodge throw score Elf ball that I was so used to. They are a bit of a grinding team, and that is just the opponents teeth in frustration.

I love 'em.

Posted: Wed Oct 16, 2002 11:57 am
by Ancalagon
As posted in other topic...
What should I choose to give to my runner?? I rolled two 5 on his first skill roll... I doubt between dodge, +1 mo, traits or skills...