As the team develops and you start to build multiple Claw killers, winning the game through force and attrition will become a more favorable strategy. However, Dwarves start with a lot of players having the Block skill, which is super useful for a new team. Dwarves have an average armor of 9, but an average movement of 4-5 depending on the build so, very slow. Chosen Blockers can be used to tag weaker opponents while your Beastmen support as required. The Dwarven team is the harder of the suggested teams for a beginner but still very viable as you learn. Your Beastmen do not have the amour or survivability to take repeated hits. Your high strength can punch holes in most teams that try to defend against you, and if you fill the gaps you make with your Chosen Blockers they will be tough to shift.ĭefensively, Chosen want to avoid basing opponents too aggressively until you have plenty of Block and Guard. As always for a team with differing MA values, you will need to play around the slower speed of the Chosen Blockers and your Big Guys. Offensively, Chosen will need to play a cage style, normally with a Beastman running the ball, though this certainly can be a Chosen Blocker instead. Once you have a good spread of Block and Mighty Blow on the team, and you have your first Big Guy, you will be able to play a more assertive bashing game. You will need to navigate your early games carefully, leveraging the strength of your Chosen Blockers, and the fact that Horns on your Beastmen enables you to make ST4 blitzes with them while utilizing your re-rolls carefully. Having them straight away means you can get them progressing towards those skills as soon as possible.Chosen is by nature a bash team, but when starting out they lack many of the skills to play this style effectively. With low agility and not starting with Block they can be slow to develop. I find it’s far more common for teams to get both Bull Centaurs in the team from the offset. With the most expensive team rerolls in the game already, having to pay double to get more later on can take a while to afford I love the flexibility that having more rerolls offers, especially with six Block players on the team and no skills and average agility on your main ball handlers. Like with most teams, starting a Chaos Dwarf team comes down to what sacrifice you choose to make between getting your best players in against the number of rerolls to have. Both have their pros and cons and Centaurs are probably a bit more beginner friendly. Whilst Centaurs are a bit weaker than a Minotaur they do have higher armour. The downside to doing this is that it might be a while before you get a Centaurs and even longer to get skills on them. Having Frenzy as well helps open up bigger gaps to move your somewhat slow players through and Mighty Blow gives you that slightly better chance to get a numerical advantage. This will mean they will take your blitz action up a lot, though when you combine that with Horns, just a single assist against most players give you 3 block dice. Minotaurs aren’t as reliable as a Centaur due to having Animal Savagery. This does mean you are just short of that fourth reroll, though you can fit in an Apothecary instead. Similar to starting with a single Centaur and four rerolls you can switch it up a little bit and get a Minotaur instead of the Centaur. You could swap the Apothecary for a Hobgoblin, though protecting the Centaurs is more valuable. I don’t like doing this as the Chaos Dwarves are both slow to skill up and the more Block players you can start with the better. If you want to get that extra reroll then you need to trade a Chaos Dwarf for another Hobgoblin. You’re just a tiny bit short of getting three rerolls from the outside, but you can fit in an Apothecary which offers some protection for those pricey Centaurs. It also means less of the fragile Hobgoblins on the pitch. You get both of the Centaurs and all of the Chaos Dwarfs which maximises the MVP falling on them. This is probably the most commonly taken starting roster for Chaos Dwarf teams. They also let you be a bit more liberal with your blocks and to also try and feed touchdowns to your low agility players when there isn’t too much risk of losing the ball if the hand off fails. I find the extra rerolls are helpful for moving the ball around whilst I wait for the Hobgoblins and Centaur get some skills. The rerolls cost 50k back then though and have since been put up twice so the above is perhaps a bit more sensible for more players. I played Chaos Dwarfs a lot years ago and always liked to get a lot of rerolls taking it to the extreme of no Bull Centaurs and five rerolls. QTYĪnimal Savagery, Frenzy, Horns, Loner (4+), Mighty Blow (+1), Thick Skullīadlands Brawl, Favoured Of…, Worlds End Superleague As of now though the roster from the Teams of Legend document gives a very familiar feel. ![]() Whether we see Games Workshop alter the team at all in the future, time will tell. Chaos Dwarf teams haven’t changed from the previous edition as far as player and reroll pricing goes.
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