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gansus
Last seen 18 weeks ago
Overall
Emerging Star
Overall
Record
5/3/5
Win Percentage
50%
Archive

2008

2008-05-30 09:27:54
rating 5

2007

2007-10-31 08:36:02
rating 2.7
2007-09-28 12:28:14
rating 3.4
2007-09-19 14:09:05
rating 3.4
2007-09-16 13:19:37
rating 4.1
2007-09-19 14:09:05
64 votes, rating 3.4
Teams analysis series: dwarves (1)
I have decided to capture my impressions and knowledge (no matter if it is much or not) about the races in BB. I will start with the probably most typical team:

Dwarves
In my opinion, dwarf team is just the best team in BB. Yeah, many coaches maybe think that is a drastic (and maybe wrong) statement, but please, go on reading and i will try to explain it. Just to start with, i will say that i had never thought so till i played a lot of matches in fumbbl: up to then, i thought orcs were the best.
  1. Starting setup The one i like most means starting with all your positional players (2 Blitzers, 2 Trollslayers and 2 Runners), which leaves you enough money to get 2 RR and 7 FF. Of course, this mean you should try to take an apo as soon as possible, but you will have to rely on your armor value in the first match. With other teams, i'd rather start with more RR, but in a team with block in everybody but the runners and thick skull in everybody but the blitzers, you can be confident ;) And i prefer taking all the positional players at the beginning because (yeeees, i admit it) longbeards are not exactly elves to move fast and handle the ball, right? (hey, what did you expect, playing your opponent or just crushing him just from the start because he did the silly mistake not to take dwarves: well, in fact you will probably end up same way)
  2. General tips Now lets try to move this short guys towards opponent's end zone. Thats the typical "slow but safe" advance. You will pick ball up with your runners and then cage them in order to advance while hitting opponents. Always remember dwarves are hard if they keep near each other, because if not their lack of movement can make them useless. You should only pass or try to run fast (with no cage) if you in a hurry. When defending, you will have to leave one "sweeper defender" or maybe two, usually the runners or blitzers. And the rest of the team will try to leave as less gaps as possible while maiming opponent
  3. Comparison with other teams: why they are the best We know dwarves are not fast or agile, but lets first concentrate on their advantages and later on i will try to make you see the theoretical disadvantages are not that hard at all.
    First of all, they are cheap in the sense that you get, as best example, linos with block, tackle, thick skull, 4 3 2 9 for 70K (maybe some of you know the story: dwarves are the only starting team that broke the rules the own people in Games Workshop made for deciding player's cost: if they had used them, i think longbeards were like 100K or so, not to talk about the rest of the team; if you search in inet, maybe you can find this again, i read it 6 years ago or so in some interview to Jervis Johnson, i think).
    They are slower than orcs. Is that right? Not really, because and orc/dwarf team is going to advance slowly, so no matter if linemen move 4 or 5. And what is more important: fastest player in an orc team is as fast as fastest player in a dwarf team. And having tackle in all your linemen is like increased movement: in the rest of the teams you gotta move your only tackling players to get that pesky blodger: with dwarves any lineman will do.
    You can say the same for norses (they are not match for dwarves because they have less skills and 7 armor), zones (oh my god, tackling in linemen, no more to say: zones are bashed by dwarves) and chaos/rotters (advantage for this teams is the chance to pick mutations).
    Yeah, they have no str 4 people to buy, but in exchange you get all those skills that let you chose guard as first normal skill! Thats an awesome advantage. Besides, you have 2 guys that start with dauntless, and thats very good and makes a difference with human teams, for instance. Thick skull is important, too, because it makes chances for a player to stay on the field greater, and with armor 9 in almost whole team, opponent will not break your armor often
    And the ultimate advantage: when any skilled lineman dies in any other team, you are usually screwed. Having to replace, for instante, an orc lineman with block, guard and tackle is really hard, and same for the other races. But for dwarves, it can be hard to replace a guard + MB longbeard, but replacement comes for only 70K and has block, tackle and thick skull! Wow, man, what a lose :P
  4. Development and summary A fresh new dwarf team is in advantage versus almost any other new team. Around the 150 or so tr, they usually have some guards in the longbeards, whick makes them really hard to beat. Much more if they have managed to get one blodger runner. Getting near the 200 tr, guard is everywhere and MB almost everywhere, which along with the tackle they "born" with makes them awesome. And at higher tr, maybe orcs can be better, and probably same with undead, but the advantage i commented when it comes to replacing a dead skilled player makes them better. Much more versus undead teams, where guls have a tendency to die when they are too good ... CDs are a match for dwarves, too, but on the long run the hobgobbos tend to die, too


Well, hope you liked the article (if you managed to read up to here :P)
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