Before you get it, your opponent will also likely be missing Block - in which case you might need to roll some one dice blocks to gain position. Guard is the way you win these match-ups. High AV and Block skill means you want to start and end as many of your turns in contact with fragile elven type players as possible. Again, like offence, the trick is to make your opponent roll dice every turn whilst maximising your easy blocks. You should try not to overcommit - your players are slow so if they get out of position then fast AG teams can run rings around you. Tackle should help against the dodgy plays. But on a starting team with no Guard this can sometimes be tricky - Dwarfs really need the addition of this one skill en masse. Eventually this should cause a turnover and you can capitalise. You have lots of Block and Tackle and high AV, so your should be able to make your opponent roll less favourable blocks or dodges every turn. Gradually trundle up the pitch with the ball carrier protected in a cage. Much easier to see someone and tell them how to improve a specific thing. This is a big problem with discussing BB tactics - it is so hard to describe good play from first principles. You will win the blocking game if they are stupid enough to try. Your guys have block, AV9 and thick skull and chaos lack skills. When you see one of their players 1-2 steps from the sideline, you blitz and push them out. Keep the troll slayers in distance of the sides. The troll slayers also have a skill called frenzy which makes it easier to push players off the field. This skill may give you the same strength as the stronger opponent and then you only need 1 assist to get 2 dice block. You have troll slayers with a skill called dauntless. You have to take the speed difference in account so always can reach them if they run behind you. Keep 1-2 blitzers in the back if you have trouble with them outrunning you. As dwarfs you block yourself forward little by little until you are in reach of the endzone. Once you have a cage, you are quite protected. You need to block their path so they simply cannot just walk through you, because if they do, you can't catch up.ĭwarfs loves cages. Abuse your safety.ĭwarves are all about positioning, you need to position them to make the most out of guard, you need to position them to make the most out of their stumpy little legs, so they do not get massively out of position the following turn if the opponent decides to run away. Dwarves are very safe, you can even afford to do one dice blocks because not only is it block against not- block (presumably), but you also have three to four rerolls from the get go no matter what. Use your Troll Slayers to push people off the pitch, this will bypass armour and go directly to the injury roll, this is easy with frenzy and some creative thinking. At early TV's the trick is that they cannot afford to do one dice blocks, so if you put two dwarves next to a chaos warrior or saurus they NEED to bring in an assist, unless they're bad and then they will get swiftly punished by losing one of their very limited rerolls. If desperate you can throw the ball to a Blitzer for a last chance at scoring.Īgainst bashy teams, do not give your opponent free blocks against you, and you'll need to get guard. Since everyone has block it will be no issue making a cage anywhere, and your opponent will have a hard time damaging your players so you need to trade blows as often as possible as well. To score there is no other way than doing it slow with your runner holding the ball, or in a pinch, your Blitzer. Against bashy teams you want to receive so you get first chance to attack. You need to force your opponent to score early. MIDDLE-EARTH, THE LORD OF THE RINGS: THE FELLOWSHIP OF THE RING, THE LORD OF THE RINGS: THE TWO TOWERS, THE LORD OF THE RINGS: THE RETURN OF THE KING and the names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises under license to New Line Productions, Inc.Against elves and rats you want to always kick, you want him to score on turn 2 or 3 so you can score two times in a row by slowly walking forward. THE HOBBIT: AN UNEXPECTED JOURNEY, THE HOBBIT: THE DESOLATION OF SMAUG, THE HOBBIT: THE BATTLE OF THE FIVE ARMIES and the names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises under license to New Line Productions, Inc. GW, Games Workshop, Citadel, White Dwarf, Space Marine, 40K, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, Warhammer Age of Sigmar, Battletome, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world.
0 Comments
Leave a Reply. |