By Maquis, with Cory
of the Pacific Bloodbowl League
STARTING TEAM
7 Longbeards | 490,000 |
2 Blitzers | 160,000 |
1 Runner | 80,000 |
1 Troll Slayer | 90,000 |
3 Rerolls | 120,000 |
6 Fan Factor | 60,000 |
As a matter of preference I usually take one runner, 6 FF and 3
rerolls
to take advantage of Dwarves low reroll cost. I find that the high
reroll
safety net is useful to a starting team. You don't save much money by
only taking 2 anyway.
One other option would be
5 Longbeards | 350,000 |
2 Blitzers | 160,000 |
2 Runners | 160,000 |
2 Troll Slayers | 180,000 |
2 Rerolls | 80,000 |
7 Fan Factor | 70,000 |
This maxes out your positional players early and allows you to buy
rerolls
(relatively cheaply) at 80k later in the season to keep your Team
Rating down.
An Apothecary is not exactly essential for a Dwarf team, but buying
one in the
first couple of games is advised; then 'max out' your positional
players.
PLAYING A DWARF TEAM
Card Selection:
Due to your lack of speed on defence it is usually best to concentrate
on picking up "play stopper" cards and the majority of these are in
the
Dirty Tricks deck. Grab a Magic Item card unless you feel your
opponent is
going to give you real trouble and if you need money then look to the
Random Event Deck. In general though you can go with a Magic Item and
make up
the balance with Dirty Tricks.
Offence:
The Dwarf team are, arguably, the finest exponents of "da cage" in
Bloodbowl -
even more so than other power teams like Orcs and Chaos! The reason
is that the
team's skills are well suited to the mutual support the cage needs to
get rolling.
Run the Cage just inside one of the widezones; once there you can
use Longbeards
(preferably with Guard) to assist Trollslayers Blitzing the opposition
off the pitch!
Keep the Cage tight and advance a few squares at a time while you
blitz players
off the sideline. Remember that it is helpful to The Cage to remove
as many players
as possible in your drives and if you are pushingthem off the pitch
then they are not
only out for the drive, they may also be removed for the game through
injury. By the
end of the drive you may well have 6 or fewer opposition players to
bother you.
Run a couple of players wide of the cage if you can afford it, they
will force the
opposition to cover them and will take pressure off your cage. It
will also give
you an escape route if the cage is broken or allow you to spring a
little surprise
on the opposition if the opportunity arises.
With an advanced team you should be using Dwarves with Stand Firm
on the Corners of
the Cage and some with Diving Tackle (if you are luck enough to roll
those doubles)
on the weaker flanks to protect against wardancers and other airborne
freaks. Most
of your players should have Guard (see below), thus making the cage
very difficult
to assault if you take it slow and keep it tight.
Defence:
Dwarves, being slow, are not well suited to defending against passing
teams. When
tossing for kickoff, you should always elect to kick to a passing
team, this means
if (when) they score in 2 turns you will have 6 turns to secure a
reply then 8 turns
to run da cage in the final half. Controlling the game clock is the
key to the Dwarf
win. Given that you are expecting the opposition to score in 2 turns
you may as well
go all out on a blitzkrieg to try to force the turnover. If it fails
then the
opposition will score giving you ample time to secure the reply, if
you force the
turnover, then take your time and score on the 8th turn.
Try a 3-4-4 defence with Stand Firm on the Line of Scrimmage (LoS),
close together with Guard.
Blitzers are placed wide, and Diving Tackle (again, if you have it)
one row back in the widezones;
Troll slayers and Runners play as safeties. Keep your Troll slayers
inside the widezones so
they can Blitz ourtwards to push players off the line rather than
inwards to nowhere.
Against a 'power' team you can take a different tack: putting
expendable players on the line
and keep your 'big guns' back a bit (face it, a power team is going to
be able to knock the
stuffing out of anyone from the LoS). Try to keep the opposition
bottled up near the
sidelines and use stand firm players to slow the progress of their
cage. Keep a second row
behind the first in case of breakthroughs and keep players to the side
of the cage to
prevent them rolling out. This will usually grind them down to the
point where they have
used all their rerolls throwing 1 die blocks trying to break out.
Just be patient be
thorough, and wait for "the mistake".
Damage Limitation:
Your players have heavy armour, Thick Skull and support each other
well. Do not be afraid to
take punishment because you can generally dish out far more than you
take. Having said this
though, don't expose your players to unnecessary risk. Do not allow
your players to become
isolated from one another, if you are sending players away from the
main drive, then send them
in pairs. This will ensure you do not surrender your advantage in a
biffing war. Don't bother
trying to dodge players away, 1 die blocks will give you better odds
of success, especially if
you have Block and Tackle.
General:
Controlling the pace of the match is the key. You don't have the
speed or skill to match it
with the flashy Elf teams so play to your strengths, make the only
dice you roll block dice
and make them play the Dwarf game. Don't be afraid to score in two
turns if you think they don't
expect it - just don't take your eye off the clock. It's always
worth having Accurate and
Pass for one Runner as it gives you options. Remember though that you
lack speed and skill so
don't take unnecessary risks.
ADVANCING DWARFS
Longbeards: With Block and Tackle and access to the
Strength lists, your
Longbeards are the most formidable linemen in the game and are
perfectly suited to supporting the Cage.
Guard will give your opposition fits and is ideal for a first skill.
Mighty Blow and Stand
Firm make good secondary skills; a matter of preference really, but
you will need Stand Firm
players. Once you have a couple of players with Stand Firm, you can
concentrate more on getting
Mighty Blow.
SKILLS: Guard, Stand Firm, Mighty Blow
DOUBLES: Diving Tackle! (though a guard/standfirm/dodge longbeard is a
hell of a cool player)
Blitzers: A good proportion of your Touchdowns
will come from these guys so
you can focus on offensive skills.
SKILLS: Stand Firm and Mighty Blow
DOUBLES: Dodge or Diving Tackle
Runners: Your fullback, thrower, and scorer all
rolled into one. One is
best given passing skills so he can be used to move the ball up
quickly from the kickoff or roll out
from the cage if necessary, the other one can be used as a
high(er)-speed blitzer.
SKILLS: Accurate and Pass, or Block and Pro
DOUBLES: Dodge or Diving Tackle.
Troll Slayers: They key to your offence, these
guys are responsible for
removing the opposition from the pitch and taking out opposition Big
Guys. Pro is essential for
helping with bad Frenzy dice and Dauntless rolls, it can also allow
you to reroll armour rolls if
you don't get the injury...
SKILLS: Pro and Mighty Blow
DOUBLES: Diving Tackle or Jump Up
GENERAL COMMENTARY
The Deathroller:
Both over and under-rated as a Star Player. As long as you remind
yourself that it's not an
essential part of your offence and convince your opponent that it is,
then you'll do well ;)
Never send it out alone, use it to multiblock holes to roll da Cage
through; always forming the
cage back around it so the opposition never had a chance to throw
better than a 1 or 2 dice block
against it. Bringing it on in the second half helps lessen the chance
that has any nasty cards,
spells, etc. to take it out of play.
Other Stars:
Grim is handy but I would never take him if it meant taking up a Troll
Slayer position on my
roster (depends on your league). Drumgrim [Who? - Coach Blacknife]
isn't much better.
Allies:
If you can, pick up a couple of Rookie Ogres as they make excellent
line-fodder for an advanced
Dwarf team and can help even the score against some of the larger
freaks of nature available
to other teams.
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