![]() ![]() ![]() The mighty Blow to facilitate the gain of more SPP’s by Casualty, or the Pro to prevent the dreaded blown Dauntless roll. Slayers: First order of business is either Mighty Blow or Pro. I cannot stress too much how much trouble an AV 8 Slayer is in if he fails to knock over what we both know you are going to put him up against. On the opening of your reception (first turn of possession) the first thing to do is NOT to grab the Ball, but to Power Up the Slayers and take out the opposing line. Keep in mind that the “Tackle Net” aroud him will keep slippery Star Players from getting at him. Try to form a flying wedge to prevent people from getting at him. Your advance up the field will take about 5 turns at constant speed. I usually only buy one, and use him only on the receiving Kickoff. He is useful, but remember that by Dwarf standards he is lightly armored and has no Block skill. Running the ball brings up one of the big weaknesses in the Dwarf list – the Runner. The ideal Dwarf game is one Half of the Dwarves scoring a goal, and another Half of the Dwraves preventing a score by the opposition. You want to delay kicking off your opponent as long as possible. The Dwarves are put down by few things, but tripping over their feet is the most common. With the ball in your possession, NEVER go for it unless it will take you out of the enemys reach. This should shut down his throwing game, and then the Longbeards can handle the ground game. Use the slayers to push holes in the line, and then use your Blitzers to murder that poncy little thrower of his. The ideal situation is to have both Slayers standing, with assists (to block at 2 dice) next to something big and nasty at the beginning of your turn. I can tell you from personal experience that there are few things worse than screwing the Dauntless roll. The slayers will probably be dealing with large creatures from the other side of the line. For each Slayer there should be one reroll set aside for him. Dwarves are good at this, given their cheap rerolls, and it isn’t very risky with an AV of 9 and Thick Skull.Įvery Dwarf Team should have two slayers and two Blitzers. This means that the Dwaves must keep their opponents “on their backs” by blocking one to one every turn. If he passes the ball, you will be hard pressed to catch the faster moving receiver. You can t afford to have more than one eligible opposing reciever downfield. To aid the Coach, Dwarves excel at “closing the gap” with the tackle and Block skills, especially against Halflings, Gobbos, and the Elf teams. This means that he Dwarves concentrate on Defense. This makes them a team that scores only once or twice in a game. ( Today we will discuss a little about Dwarves and their strategy.įirst, the Dwarves are hampered by two things – their low movement and their inability to get more than four ball handlers ( those with an agility of at least 3 ).
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