Chaos Dwarfs

For Fantasy Football related chat that doesn't come under any of other forum categories.

Moderator: TFF Mods

Tim
Da Tulip Champ II
Posts: 3458
Joined: Wed Oct 16, 2002 4:18 pm
Location: Heidelberg, Germany
Contact:

Re: Chaos Dwarf

Post by Tim »

grep-v wrote:
david13 wrote:Hi guys.
I'm newby and I like the chaos Dwarf team.
is this team a competitive team for a long leage?
Honestly? No.
Chaos Dwarves are good for tournaments or a short seasoned league, but not for continuing league play. <snip>
the biggest drawback: you may field 9 players (incl. Rookie Troll) that are good, but the rest of your team consists of crappy hobgobs which are good for nothing but distraction of your opponent. A strong orc team may easily decimate your Dwarves and Centaurs, so you'll have to field more and more hobgobs (which suck).
In this point i disagree, Chaos Dwarfs make a very good team still around the 200-250 TR. Some of the reasons are in my prior post.

Imo Hobgobs don't suck, in a Chaos Dwarf team (they would in a human team). Why?
- Being the only AG3 players on the team, they gain SPP much faster than any other lineman type on teams with dedicated thrower/receiver positions (lineelfs apart maybe). This is the main advantage, you'll see much more 2 or 3 skilled Hobgoblins than Orc linemen.
- They are cheap and easily replaceable, so if they didn't get a double or stats upgrade on the first two skill rolls you can toss them out. A having one or 2 AG4 Hobgoblins is awesome and lifts the whole team in a new dimension of ball play, MV7 is great too, not to speak of ST4. But even without doubles or upgrades they make reliable players with combos like Block/Surehands or Block/StripBall.
- MA6 (+2 GFI) is good enough to be able to follow a Bull centaur and use their cover (or cover them if they have the ball). Important if you are under pressure to score.
- AV7 will have them collecting SIs, but as said before they are replaceable. Unlike other AV7 players (Norse/Amatons/Elfs) they are proteced by up to 9 heavy AV9 Blitzer/Blocker types, so if everything goes right, the hobgoblins are well protected. Also many players think they suck, so they don't care to blitz them unless they have a target painted on like Dirty Player or the ball. With all the heavy AV around them, you could also use the apo sometimes to save a very good hobbo (e.g. i have an AG5 one i don't want to miss).

Reason: ''
Sputnik
Loretta
Posts: 761
Joined: Thu Jun 13, 2002 6:47 am
Location: Germany

Post by Sputnik »

Imo Hobgobs don't suck, in a Chaos Dwarf team (they would in a human team). Why?
- Being the only AG3 players on the team, they gain SPP much faster than any other lineman type on teams with dedicated thrower/receiver positions (lineelfs apart maybe). This is the main advantage, you'll see much more 2 or 3 skilled Hobgoblins than Orc linemen.
- They are cheap and easily replaceable, so if they didn't get a double or stats upgrade on the first two skill rolls you can toss them out
Nice try, Tim!
:lol:

First of all, I also believe that Hobbos are not as crappy as some playsers believe! :wink:

But shall we take crap-v's tournament team as a strating line-up for the time being? 6 CD, 2 BC, a troll and two hobbos on the field as you may know better than me. :wink:

If I understand you correct, the hobbos gather some SPP in your team. Now, blocking is up to the CD, fouling doesn't award SPP any more...thus they have to score frequently (6 times without MVP) to get two skills! :o If you win three games in a row with 2:1, one single hobbo must score all TDs to gain that skill advance fast....kind of elf-catcher approach! :lol: Or you have to throw the ball around, without skills a bit risky!

Then some opponent's (lot's down here to be honest) believe they should target the hobbos (only two of them on the pitch in this example) because they are the weakest spot of the team and easiest to get out. You pointed out that they are cheap to replace which will become necessary eventually when your opponents frequently target them. Thus you know how fast they may be injured! Now, if you further try to delay scoring and make a drive last a half, how many hobbos will be left? If all works out, the ball carrier itself! One butt-kicking war dancer however could crush your hobbo (and your plan) with an easy k.o. in turn two or three... :( which doesn't matter for your style of play. You will still have the possibility to score and win, but not your unfortunate hobbo!

So I wonder how fast your hobbos advance (in terms of games) and how many even get three skill advances! Do you play with more hobbos on the field? Less dwarfs then?

For I believe that it is rather hard to get hobbos with two or even three skills, at least more than one (without lucky MVPs of course)...

Sputnik

Reason: ''
I won some impressive titles in 198X, some more in 199X, even more impressive titles in 200X, some of them REALLY impressive, and a few even MORE impressive! Not to mention a lot of less impressive ones.
User avatar
grotemuis
Super Star
Super Star
Posts: 975
Joined: Wed Jul 17, 2002 10:59 am
Location: utrecht, holland

Post by grotemuis »

In my league chaos dwarf in four games I already have three increases in total for two hobgoblins. I often throw the ball and take into account the fact that the ball can be inaccurate.

Reason: ''
and with one sigh he managed to expres his total hatred for everything that's mankind
marvin
Tim
Da Tulip Champ II
Posts: 3458
Joined: Wed Oct 16, 2002 4:18 pm
Location: Heidelberg, Germany
Contact:

Post by Tim »

Ok, let's add some figures from my current league team:

after 9 games (all won), my Chaos dwarf are TR 173 with:

2 BCs: 18 SPP (6 TDs), 22 SPP (5 TD).
6 CDs: 14, 2, 6, 12, 14, 2 (all from CAS or MVP)
6 HGs: 8, 13, 8, 19 (5 compl, 3 Tds -> AG5), 5 SPP
1 Troll: 0 SPP (damn!)

I've made 11 completions (all HG), 20 touchdowns (11 BC, 9 HG) and 17 CAS ( 1 BC, 13 CDs, 3 HGs), 9 MVps (1 BC, 5 CDs, 3 HGs)

So currently i have only 1 Hobgoblin with 2 skills, but i'm also not in the TR range i mentioned. In the first 4 games, i did almost all the TDs with my BCs, but as the opponents get skill heavier (and i got my AG+ HG) i find it more easy to score with the HGs and use the BCs to clear the path or as a second option catcher if the offense gets threatened.

And yes, in offence i like to field 3-4 HGs with 5-4 CDs sometimes, depending on the opponent and turn.

If you need more details, use the link "Aktueller Ligastand" on my homepage.

Reason: ''
User avatar
Dave
Info Ed
Posts: 8090
Joined: Sun Oct 20, 2002 8:19 am
Location: Riding my Cannondale

Post by Dave »

grotemuis: it's your BC that's scary :wink:
Hard team to learn playing with, good tournament team, probabely the same in a league

Reason: ''
Image
User avatar
grotemuis
Super Star
Super Star
Posts: 975
Joined: Wed Jul 17, 2002 10:59 am
Location: utrecht, holland

Post by grotemuis »

It will not be headless for all eternity :roll:

Reason: ''
and with one sigh he managed to expres his total hatred for everything that's mankind
marvin
User avatar
Grumbledook
Boy Band Member
Posts: 10713
Joined: Sat Sep 21, 2002 6:53 pm
Location: London Town

Post by Grumbledook »

My fumbbl chaos dwarf team got to 250 tr with a fair few skilled up hobbos

i didn't start with any centaurs or the troll so i had 5 on the pitch most of the time

also chaos dwarfs can score quickly if needed to, its not always a 2-1 grind

I don't usually put all 6 dwarfs on the pitch, depends what race i am playing and because i don't want to be left short with ag on the pitch

the only reason i don't have them now was that i played a nirse team with tr280 iirc , with a po rsc minotaur, 4 po blitzers one of which was st4, think i took 10 cas that match and the minotaur managed to kill most of my hobbos :[, still i held him to 2-2 and i only had 1 dwarf and a centaur left on the pitch

Reason: ''
User avatar
Dave
Info Ed
Posts: 8090
Joined: Sun Oct 20, 2002 8:19 am
Location: Riding my Cannondale

Post by Dave »

norse are nasty :P

Reason: ''
Image
User avatar
littlemute
Veteran
Veteran
Posts: 160
Joined: Thu Jan 01, 1970 12:00 am
Location: USA
Contact:

Post by littlemute »

Dave wrote:norse are nasty :P
Yes but try a norse vs chaos dwarf match up.... it's a slaughter.

Reason: ''
Redfang
Legend
Legend
Posts: 4503
Joined: Fri Oct 04, 2002 11:18 am
Location: With the wife, watching Zara and the Hasslefree chick from behind their bedroom curtain...

Post by Redfang »

I had a Dwarfs vs Norse match not too long ago which resulted in 0-0 casualties! (and 1-0 in TD's for my Dwarfs!)

R

Reason: ''
Ik wou dat ik twee blondjes was,
Dan kon ik samen spelen.

[size=67][url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=14334]Bragging[/url][/size]

What keeps me busy nowadays: [url=http://www.bruchius.com/]Fun with violence.[/url]
User avatar
Dave
Info Ed
Posts: 8090
Joined: Sun Oct 20, 2002 8:19 am
Location: Riding my Cannondale

Post by Dave »

A norse team with 4 PO, MB blitzers is bad news on allmost all other teams.

Reason: ''
Image
SBG
Super Star
Super Star
Posts: 1028
Joined: Thu May 09, 2002 1:51 pm
Location: Montreal, Quebec, Canada

Post by SBG »

I don't agree with grep-v here.

I already told you what my starting line-up was, now, if you want, take a look at my team as of May 22 :

http://pages.infinit.net/cubslbsr/blood ... sbeer.html

Note that it's in French, so "PJ" means Games Played. The team is in its 3rd season. I won the first two championships! :lol:
Unfortunately, you don't see the total tally for each players, as we award trophies every season, so we need to know what has been accomplished in the current season (regarding to TD, COM, INT, etc...). I only wanted to show you that Hobboes are not crap, and that you can win in long term leagues (we play 12-game seasons, a semi and the championships game).

I retired one that had three skills, but two Nigglings. Let me tell you that #27, 57 and 76 aren't very popular in the league !

Fred

Reason: ''
LQN Commissionner and now 7-time champion!
User avatar
littlemute
Veteran
Veteran
Posts: 160
Joined: Thu Jan 01, 1970 12:00 am
Location: USA
Contact:

Post by littlemute »

Dave wrote:A norse team with 4 PO, MB blitzers is bad news on allmost all other teams.
How do you feel about the possibility of Jump up being improved to setting the Jumping player up at the start of the team turn rather than when they start their action?

Reason: ''
User avatar
Grumbledook
Boy Band Member
Posts: 10713
Joined: Sat Sep 21, 2002 6:53 pm
Location: London Town

Post by Grumbledook »

nope makes jump up nerves of steel too powerful a combination

Reason: ''
Skummy
Legend
Legend
Posts: 4567
Joined: Fri Oct 11, 2002 5:48 pm
Location: Camping on private island, per BBRC advice.

Post by Skummy »

Well, you have to roll doubles twice to get that combination. I'd say it's on par with Dauntless and Horns, or Claw and RSC.

Reason: ''
[url=http://www.bloodbowl.net/naf.php?page=tournamentinfo&uname=skummy]Skummy's Tourney History[/url]
Post Reply