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stupid bloodbowl dwarfs

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e_sch...@my-deja.com

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Sep 23, 1999, 3:00:00 AM9/23/99
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I'm currently playing in an bloodbowl league with dwarfs. THE HORROR.
Does anybody know how these little bastards work? Usually I play orcs
and that works fine. With dwarfs I get trashed. The first game in the
League I had three serious injuries! That's more than I have suffered
with my trusty orcs. Why is this. Their armour value is the same in
most cases. Pleas advise 'cause I don't wanna get grinded. Gimme tips,
tactics and all that stuff.

Thanx in advance

Eelco Schutter


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Pete Martin

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Sep 23, 1999, 3:00:00 AM9/23/99
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I played Dwarves in a league last year and got into the playoffs with them.
The key with dwarves are the Dragon Slayers. Get them the mighty blow skill
as soon as you can. As for the linemen, nothing is better than the guard
skill (the most underrated skill in the game). That way you can ignore
tackle zones. If you are lucky enough to roll doubles for their skill, give
them dodge instead. Don't forget that since your linemen have the tackle
skill, other players cannot use their dodge skill against you. Finally, give
your runners skills like sure feet and nerves of steel (another skill most
players overlook). They'll need them both. Dwarves aren't going to score
much, so you have to foul to get your player points. Don't be bashful about
it. Foul when you can. However, insure you have assistant coaches to help
argue the call if you roll doubles. Dwarves are not an easy team to play,
but they can win. Hope this helps.

Pete

P.S. An apothecary is ALWAYS a good investment.

S Cordner

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Sep 23, 1999, 3:00:00 AM9/23/99
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TS2718

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Sep 27, 1999, 3:00:00 AM9/27/99
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I can't agree with that, in my opinion give the Longbeards Mighty Blow as their
first Skill roll. After that they will get points much quicker - and the Guard
skill will make a nice 2nd skill. On doubles I prefer either Jump up or Diving
Tackle with a hard hitting team (Jump up & Piling on together with Mighty Blow
makes a nasty combo) and yes Sir Elf you can dodge in this 1 tackle zone with
just a 3 but i got diving tackle and you got pushed into the crowd :-)))

Personaly I think skills like Sure Feet and Nerves of Steel are a waste of a
Skill Roll, because with a hitting team you don't need to sprint and why should
you ever need to pass the ball ???

PS: take a alchemist as soon as possible

cu
Dark Phoenix


Pete Martin

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Sep 28, 1999, 3:00:00 AM9/28/99
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>> Personaly I think skills like Sure Feet and Nerves of Steel are a waste
of a
>> Skill Roll, because with a hitting team you don't need to sprint and why
should
>> you ever need to pass the ball ???
>
Well, if the runner wants to "go for it", he can save a re-roll if he fails
it the first time with Sure Feet. Sounds like a good enough reason to get it
if for no other reason than that. As for Nerves of Steel, how do you expect
a dwarf to pick up the ball after he has knocked it out of the opponents
hands? If he has "Nerves of Steel", he can ignore tackle zones when he is
trying to pick up the ball. Given the Dwarves horrific agility ratings, they
need all the help they can get.

Your point about Mighty Blow is well taken, tho'. I prefer guard because you
can gang up on opposing blockers with impunity. However, either one works,
so it's really a judgement call.

S Cordner

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Sep 29, 1999, 3:00:00 AM9/29/99
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TS2718 <ts2...@aol.com> wrote:
> I can't agree with that, in my opinion give the Longbeards Mighty Blow as their
> first Skill roll. After that they will get points much quicker - and the Guard
> skill will make a nice 2nd skill. On doubles I prefer either Jump up or Diving
> Tackle with a hard hitting team (Jump up & Piling on together with Mighty Blow
> makes a nasty combo) and yes Sir Elf you can dodge in this 1 tackle zone with
> just a 3 but i got diving tackle and you got pushed into the crowd :-)))

> Personaly I think skills like Sure Feet and Nerves of Steel are a waste of a


> Skill Roll, because with a hitting team you don't need to sprint and why should
> you ever need to pass the ball ???

> PS: take a alchemist as soon as possible

> cu
> Dark Phoenix


S Cordner

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Sep 29, 1999, 3:00:00 AM9/29/99
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S Cordner

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Sep 29, 1999, 3:00:00 AM9/29/99
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e_sch...@my-deja.com wrote:
> I'm currently playing in an bloodbowl league with dwarfs. THE HORROR.
> Does anybody know how these little bastards work? Usually I play orcs
> and that works fine. With dwarfs I get trashed. The first game in the
> League I had three serious injuries! That's more than I have suffered
> with my trusty orcs. Why is this. Their armour value is the same in
> most cases. Pleas advise 'cause I don't wanna get grinded. Gimme tips,
> tactics and all that stuff.

> Thanx in advance

> Eelco Schutter


Longbeards should get Guard first. After that, Stand Firm or Mighty Blow,
depending on your preference. Stand Firm will prevent your line from
bring pushed back, and given your lack of speed, getting pushed back is
obviously quite bad (and the not falling from failing a dodge allows you
to create great defensive structures when combined with Guard). Mighty
Blow's benefit should be obvious. Doubles should be spent on either Dodge
or Diving Tackle -- DT is better in my opinion, since you'll have a bunch
of Guarders to assist any DT, chances are you'll be rolling 2 block dice
and hit your enemy before he even gets a chance to hit you. It was
previously mentioned that Mighty Blow will earn your players SPPs faster
-- this is true and undeniable. The big question then becomes if you want
to win (Guard) or improve your team quickly (Mighty Blow). If the season
is longer, go with Mighty Blow before Guard; if the season is shorter or
your competition is fierce, get Guard. Summary: Mighty Blow/Guard,
(Guard/Mighty Blow), Stand Firm.

What you do with your Trollslayers is open to a little more
interpretation. I personally find that Multiple Block is excellent when
combined with Dauntless (which they already have) and lots of Longbeards
with Guard (since Dauntless gives you even strength, just 1 Guard gives
you 2 dice to roll), and Pro can help out with the occasional failed
Dauntless roll. Mighty Blow should also be a supreme choice, but given
that you're slow already, taking out multiple opponents to allow other
teammates to march downfield seems more important -- get it after
Multiple Block, but whether you want MB or Pro first is up to you. Good
Doubles skills for Trollslayers include Jump Up and Dodge. I'll just add
here that again, Diving Tackle is a badass skill to have and you'll always
want to consider it on a doubles roll. Summary: Multiple Block, Mighty Blow.

Your Blitzers should concentrate on dealing out the hurts. Mighty Blow
and Guard make excellent regular skills, and again, consider Dodge and
Diving Tackle for doubles (again, with DT getting my personal preference).
Summary: Mighty Blow, Guard.

Your Runners are going to be muy importante to your overall strategy,
since your grinding offence is so damn slow. Accurate is nice and good,
but who the hell are you gonna pass to? Get Block first (a must), then
Dump Off (since you're not gonna be throwing long passes anyway, Accurate
and Strong Arm are kinda useless in the beginning). After that, consider
Accurate and then Strong Arm. Good doubles skills should include Dodge,
Catch (to catch the Dump Off, silly! Keep your runners together -- if
they both have Catch and Dump Off, you're pretty much assured a TD, though
it may take 6 turns), and as always, Diving Tackle. DT here is especially
devastating, since you can DT a blitzing enemy (and assuming you don't
roll a SKULL), and if you fail (roll a POW/SKULL and they have Block, or
you Push them back and they have Sidestep), you can then Dump Off to a
waiting ally. Keep these guys away from the enemy -- make 'em blitz you.
Summary: Block, Dump Off, Accurate.

You'll notice that I never mentioned Pile On. Avoid this skill at all
costs. You're slow enough already, you don't need to be picking yourself
up off the ground every turn, or else you won't go anywhere.

If you're allowed allies, pick up a Catcher or two from a race that suits
you -- High Elves immediately come to mind (ST3), but any Catcher will do.
Keep them in the backfield until its time to score, and let them loose
when things look ripe. Obviously, these guys should have Block, Dodge,
and Catch before all other skills, then get 'em Diving Tackle to avoid the
retalitory blitz. That's why I recommend the High Elves -- ST3, AV8.

On defense, always keep men in the backfield. As your team progresses,
you may want to consider developing Defensive Specialist Longbeards, with
skills like Pass Block (always the first to get), and Strip Ball (nice to
have), or Frenzy (to make sure they're either in the crowd or on the
ground). And just 1 guy with Dirty Player, to teach 'em a lesson about
passing against Dwarves.


Anyway, thats the way I'd play it. I've been playing Bloodbowl since 2nd
edition, so thats a plus on my BB resume, but I almost always play Chaos
(thats a minus -- anybody can play Chaos in BB). I've only dabbled with
Orc teams and Dwarven teams, but I figure I have the Strength team
strategy down by now. Good Luck (unless you're in the OLBBL)!


S Peter Cordner
also known as
A/K/A, Coach of the Wasteland Juggernaut
http://www.ualberta.ca/~scordner/juggernaut.html

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