> Congratulations to your win with the best team of them all.
> As a coach of Hatclad FC I am very curious about your strategy.
> Could you mail me some info on your offense and defense strategy
> as well as your lineup!
Contents:
______________
Introduction
The Roster
Forming the Team Part one
About Hthark
Forming the Team part two
The Chaos Dwarf Blockers
The Hobgoblins
Overall Strategy - Defense
Against TD Machine Teams
Against Crunch Teams
Overall Strategy - Offense
Against TD Machine Teams
Against Crunch Teams
Progression:
Chaos Dwarf Blockers
Hobgoblins
The Horror Rooks II Simplified Roster
Notes about the Horror Rooks II
Coping with Deviances (House rules, CJ implants etc.)
Only One Star Player & Grashnak Blackhoof?
Allies
Big Rookie Guys
Introduction
I've never thought of my Chaos Dwarf teams as the most successful
teams I've coached - but over my entire 3rd Edition Blood Bowl coaching
career - of the three times I've coached Chaos Dwarves - I've won the
league three times. Quite suprising. I think that a primary
reason (not the
primary - but contributing) is that other players are not used to playing
against
the Chaos dwarfs and the element of suprise counts for upset win again
and
again.
Given the amazing (even to me) correlation of Chaos Dwarfs to
league win ratio when I've been coaching them - I have decided to spill
my
beans and write the exhaustive tome on how to coach Chaos Dwarfs.
Most of this document is exclusive to chaos dwarf coaching. There
is much in the strategy of playing Chaos dwarfs which could be applied
to any
team - and indeed some of the information within is still applicable
to some teams.
I will summarise the most important points to general strategy with
the team now -
so that you can mull them over. Enjoy this mammoth tome :)
It mght just fit, rolled
up, in your hat - so I recommend keeping it under your hat :)
Summary of general tactics particularly useful to Chaos dwarfs:
The Roster
Chaos dwarves are shunned by most coaches because a
quick scan down their roster shows that they only have two players
available - the Blockers and the Hobgobs. A scan of the stats
for
these players reveal that the blockers are exactly the same as the
longbeards for the dwarves and the hobgobs are equivlent to human
linemen without as much armour on!
What kind of team is this? How can a team like this win?
Well, the answer is a little further than the simple statistics - it
is the
combination of the two types of player which make the chaos dwarves
-
with a lot of help from one source - Star Players.
I openly admit that the Chaos Dwarf teams really require star players
to
be 'up there' with the best. Without them, the Chaos Dwarf team
is
shafted more than Chet's undead - and that isn't a little bit either.
So to
get over the 'only idiots rely on Star Players' or 'Star players are
cheese'
is a quintessential part of the gaming strategy. That is not
to say that
Star players are the critical part of the game plan - and that without
them
all is lost - but the Star Players for the pointy ones do contribute
a lot to
the team.
Forming the team (part one)
When forming a team, you need to have a strategy. My strategy
has
been to win from game one. Some people prefer to max out on rerolls
to 'get their money's worth' - but I find that there is no real need
to begin
with four rerolls. The chaos Dwarves are fortunate enough to
have 50,000
rerolls as it is - and after a while you will run out of money to spend
things
on anyway (what with the majority of your team costing ony 40,000 each.)
About Hthark
So I took Hthark from the start. Hthark is arguably the best star
player in
the deck. He is undoubtedly in the top five. I admire Hthark
primarily for
his flexibility.
Morg'th is the only other star player with the flexibility of Hthark.
You need to remember that Hthark has an effective movement of nine
and
can dodge almost anywhere on 2+. That combined with Block, Strength
of
6 and an aromour of 10 (backed up with Thick Skull) makes him the ideal
player for the Chas dwarves. The only real downside of Hthark
is his AG of only
two (he dodges with Break tackle). This makes ball handling with
him worth
saving a reroll for. Cetainly do it though.
I primarily use Hthark as a response player. In defense, he is
fantastic
at ripping into any cage which forms, and makes an excellent stop to
anyone
who has delusions of streaking in for a two turn touchdown. Used
as a defensive
'safety' you can almost depend on the player going down. So I
usually put my
Htharks in the widezones to prevent anyone pushing past to score quickly.
Near
the sidelines. (One square in - not next to - with a helping
player next to him as well)
Of course this changes depending on the opponent - with the centaur
being
nearer the action if the team is the kind which maims first and asks
questions later.
On offense I use the centaur either as a bodyguard protecting the ballcarrier,
the ballcarrier himself (which is useful when outnumbered although
the SPP's are
wasted) or as a sweeper to clear anyone out of the way for the oncoming
cage or
pocket.
Forming the team (part II)
That being said, my opening list almost always looks like this:
Hthark
6 Chaos Dwarf Blockers
4 Hobgoblins
2 Rerolls
9 Fan factor
Apothecary
The Chaos Dwarf Blockers
I max out on the Chaos dwarf blockers as they are worth their weight
in gold. Sure they are slow - that is the nature of them - but
they are a very solid
front line. Against tough opponents I only place three of them
up front as they are
likely to be outsmashed - but against the agile teams I place a few
more - depending on
the position of the game. The 6 blockers give you a front line
which is as tough as a
dwarf front line - which we all know how tough that is - so don't be
afraid to let them be
pounded a fair bit. They can take it. Really thier main
responisbilities are to duke it out,
take some casualties and tie up those nasty hurting types from getting
to the hobgobs.
Admittedly - I'm not a pounding type of player. I prefer a ball-oriented
game.
But this suits the Chaos Dwarves to a tee. Sure they hit hard
enough themselves - but
I don't make a habit of going toe to toe with the beefy teams - as
they are likely to win
at it. So I use my chas dwarves as cannon fodder. I do
pound with them - and I take
two-dice-you choose at the end of my turns as the pointy hats can take
a skull without
panicking - and with block they don't have that huge a chance of going
down.
I certainly take one die blocks with them on anybody who would dare
to approach
without block - but get the priorities right - I only make the blocks
which help
get to the ball and are statistically likely to be favourable.
The other major use on defense is to be the 'tackle' player - as they
all come with
it. I make a point of not allowing any player to get through
the defense wihtout having
to make dodges of blitz the right players. Of course - I put
my toughest players in the
key positions. My three lambs should not be contingent on remaining
upright
to prevent anyone from getting through - so basically a line of defense
which has a
semi-circle around the three lambs - makig sure no catcher types come
around - which
all changes if the team is highly unlikely to execute this kind of
maneuver. Dodging
past player with tackle will reap rerolls - if nothing else.
And unless the player is a one
turn scorer they'll pay for it next turn. Nohting better than
tying up catcher with Chaos dwarf
blockers!
The Hobgoblins
The hobgoblins are the ball carriers. You can get up to twelve
of them
if you really want to - so specialise. Make at least one a dirty
player (if for no reason
other than to annoy Chet) and use him - until he is ejected.
Make at least two ball
handlers. They should have sure hands. Get most of the
others block - and turn them
into catcher types, general response safety types, extra cannon fodder
etcetera.
Don't underestimate the hobgobs as important - they are invaliuable.
I find
that if an opponent takes all your hobgoblins off the pitch you are
in serious trouble.
This is beacuase you have no ball handlers left and The Chaos Dwarves
need to play
a ball centred game if they are to win. You can still pull it
off - especially if you still have
Hthark on the pitch and rerolls - but it does put you at a severe disadvantage.
So
protect them with your line of big hat men and bodyguard Hthark.
To a limited extent.
Don't mother them and never let them go into the enemy lines for the
ball - just be careful
not to let them take too many big hits from the enemies 'guys who hurt'
list.
Overall Strategy - Defense.
<Against TD Machine teams>
Spread youself out - don't let the scorers get through your line.
If they do - pounce
on them. This, however is not first priority. Get the ball.
Most speed teams have plenty of
catcher types (or blitzer types who can do the same kind of thing but
are harder), and removing
them is not easy. So remove the threat first. I ususally
'sic' my bull centaur on the player closest
to the ball. With break tackle and a move of nine the team's
thrower usually let's out a
shriek before being slammed out of the game (fouled out by the hobgoblin
in
fast pursuit if necessary.) Get the ball yourself. Give
it to the Bull Centaur and pound for a while.
If this doesn't go to plan and you can't reach the ball - take out
the closest player to it
and tie up the rest in tackle zones (with tackle if possible).
That ought to keep them worried for
a while. Make sure that anyone who is in your backfield is at
least surrounded by two players
each. That should leave them the middle of the field - but if
worst comes to worst the ball ends
up in a cage there - but you've taken out their thrower and two of
their catchers. (and still have time
to eat that cage with your Hthark - and plenty of players downtown
to hold it up if
it progresses too far.) So focus on the ball.
<Against Crunch teams>
Again - focus on the ball. The crunch teams will try to form a
cage type affair
so make sure you get to the ball before it reaches it's destination.
If that can't happen - then
play it tough. Don't send too many players in - just enough for
the cage to have
to shed players slowly to keep moving. The best players for this
is of course the Pointy hats.
Wait for the cage to slowly whittle down (and not too near the endzone)
and then strike - send all the players in at once. You will pay
for it with hobgobs ending up
nursing wounds - but it will get you to the ballcarrier (to blitz with
Hthark if he's around). Speaking
of Hthark - don't set him up toet to toe with their big bad guys -
he's too vital to be simply exchanging
pounds - and without mighty blow etc. he'll likely lose it (if only
slightly). Keep him out in the open
and blitzing in and out of the perimeter of the cage - picking off
the vulnerable ones. I'd use him
for the blitz every turn you can - in and out again - one more
player on the ground.
Then comes the boot.
Fouling
Do it with hobgobs. A dirty player is handy and maybe even two
depending on the league.
Even if none are available - take the key players out. Normally
that for me is not the towering
ST 6 or 7 player but the guy who is most likely to score touchdowns
or throw long bombs
with ease. Look at their roster to work out who that is.
The ST 6 or 7 player is not only
harder to get down - but also harder to injure once they are down -
so targetting them is
not as smart a move.
Overall Strategy - Offense
<Against TD machine teams>
Make sure that you have the ball. Run with it and protect it.
I would only rarely set up a
pass play as if it goes wrong the opponents are home and hose.
Offense agasint these
teams can have no margin of error - as if the ball gets loose - all
your players are in the wrong
spots to recover (Chaos dwarves being slow and hobgoblins generally
not big hitters)
Take the going slow and pound to your hearts content. Let
them come to you. You have
the ball - so use this advantage to injure some of them. Only if the
going is tough then
score. If possible - let anyone but Hthark score and rack up
the SPP's - but conversely
don't be afraid to score with him. If a Chaos Dwarf Blocker ever
ends up with the ball - take the
opportunity to rumble up the field and score himself (with friends
- of course) - and the SPP's
will be appreciated.
As I alluded to - commit all of your player to the offense as you need
them to protect the
ballcarrier running. You will unlikely stop the enemy if they
get the ball anyway - so make sure
that they don't.
<Against Crunch teams>
A solid cage is not a great idea as the other team will hammer it.
Set up a fast
running play with Hthark if things are grim (as all he needs is 4+
ball pickup and he's away).
The other option is a two or three turn pass play. Hobgoblins
can pass quite well with a
reroll - its the catching which undoes me. So I send a small
platoon of players in case the
ball comes loose. If this attracts the attention - run a bit
moe with your continget with the ball.
If the ball get's the attention, then throw the thing and, worst come
to worse (other than the
fumble) you can pick up the ball next turn for the score. (after the
bobbled catch)
Scoring by this method once after scoring on defense will win you the
game - so don't try
it too often or the other players will think you did it intentionally
:)
Progression:
Chaos Dwarf Blockers:
Normal rolls (in order of favourites):
Guard
Mighty Blow
Frenzy
Piling On
Dauntless (but this isn't my kind of game - as discussed in fouling)
Stand Firm
Doubles:
Diving Tackle (up to two - great for defense against one turn scorers)
Dodge (great on the line of scrimmage and in general play if needing
to
for a suprise)
Jump Up
Wish for: ST+1
Wish against: AG+1
Hobgoblins:
Normal rolls (in order of favourites):
Sure hands
Block
one Dirty Player (or maybe two - depending on the league)
Pro
Kick
Doubles:
Dodge
Pass
Sure Feet
Wish for: AG+1
Wish against: too many 'normal' rolls
The Horror Rooks II Simplified Roster
(all stats are as normal unless indicated)
2 x Hthark types:
'Abbatoir' Stampede
Zag 'mad cow' Beefcake
Chaos Dwarf Blockers: Skills
Biggles Icegrag
Diving Tackle, Mighty Blow
Thorn Smashmouth
Brag Wormscar
Diving Tackle, Dodge
'Krakenback' Scumbuster
'Pete' Blackrock
Dodge, Guard
Kramer Quaffliqueur
Guard
Hobgoblins:
Skills
Snaggletooth Devious Sure
Hands, Dirty Player, Magic Helm, Block
Scapula Artifice
Block, Dodge
Swastika Oriface
Zimmer Boogeyman
+1 AG, Pass
Bupu Overtime
Block, Dodge
Prestige Fastbreak
Gratuitous Violence
5 Rerolls (+ trophy reroll now)
Fan Factor 17
1 Apothecary
1 Wizard
160,000 in treasury
Team rating = approximately 216
Notes: We don't use allies or any of the other 'non official'
things in our league -
and you are only allowed two star players......
"Who is ZZharg Madeye?"
Zzharg is a starplayer with a 10+ penalyt rating as he has a blunderbuss.
Rather
than blowing other player's heads off with it though, he only uses
it with the ball
- which allows you to rocket a ball to anywhere on the field.
It's not that great
a weapon really, although it has it's uses (can make some interesting
plays!_.
He is, unfortunately, just as likely to pick the ball up as Hthark
(and guess who I'd prefer to have te ball?). He's really just a chaos
dwarf you can
have on the team over and above the blockers you can buy (6).
That's the only use I can see for him - and he has a penalty roll after
every kickoff and is peaked!
So the only time I'd buy him would be if you can
only have one Hthark (see below)
and can buy up to four star players (Hthark and Grashnak would be the
first two).
Coping with Deviances:
'only one of each Star Player' + 'What about Grashnak?'
Buy Grashnak if you can't have any more Htharks. The benefits
of Hthark
in a ball oriented team are obvious - but Grashnak is still a powerful
asset.
With Grashnak I would tend to use the blitz with the minotaur to use
the
Horns 'skill'. I would again refrain from going toe to toe with
other big guys
(except as a hit & run blitz) as Grashnak does not have block -
nor thick
skull - making a downed minotaur a liability (and more likely to happen).
I'd
put Grashnak in the defensive - blitzing anybody who threatened to
score
rather than on the line of scrimmage - unless the line of scrimmage
held no threat
and you had the ball.
Allies:
Allies are undoubtedly more beneficial than a disadvantage - so if you
can afford to
lose a reroll occasionally because of them - then invest.
I recommend a stronger
front line (Chaos Warriors and Black Orc Blockers) and get them block
early to bring
them into line with the rest of your force's main advantage.
Any player with Ball handling
skills would be great also - so a DarkElf thrower, Blitzer of lineman
if possible (which, IMO,
it shouldn't) would be great. A Skaven thrower coula also be
an investment - but
a gutter runner I'd think over heavily - ST 2 doesn't bode well with
the Chaos Dwarves.
Just before you go and buy allies left right and centre, make sure
you have at least 3 rerolls
because te Chaos dwarves use them - and to have their few taken away
leaves you in grim
pickings indeed.
Big Rookie Guys.
The Rookie Bull Centaur is a great player - but with only ST4 and
no block makes for slow going with them. I'd recommend it for
people who
aren't needing the ST6 of Hthark - where ST 4 isn't the norm
in the league.
I played with two Big Rookie Centaurs in my previous team (which also
won
it's league) - The Evil Faerytale. I did find that eventually
(for the final against
the vampire league) I had to sack one and get Hthark. Hthark
makes more
sense, as many of the skills you consider for the rookie Hthark already
has, but
it is nice to have players who can use those rumbling touchdowns for
progression.
Well - that's it. The complete digest of Chaos Dwarf strategy and Tactics.
>
> May our hats always be the biggest!
And our messages to this list (whew!)
>
> coach Dirty Harry of Hatclad FC
> http://www.csd.uu.se/~ce97hhe/hatclad
> //Harald Hedlund
> E: harald@erlang.ericsson.se