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http://bbtactics.com/how-to-beat-dwarfs/
In short: Dwarfs are (short and) slow. Some of em can only move 4 squares. If you play Skaven or Humen, outrun them, pass and score.
Blocking them is almost impossible. (I am no veteran, so don't take this for sure. ;)) Line up before them, but not directly. Make them have to use their Blitz for gaining just one or two squares. So to stall them.
Look for weak spots in their formation, and try to tackle the ballcarrier. It is a good chance that they fail to grab a ball or to pass it.
Most dwarves get guard on pretty much all of their players, It is very important to always know where the guard players are and don't get too close to that area. Force the dwaves to come to you and then dodge away from them. Never go into a brawl with a dwarf team.
Keep an eye out for the break-away plan, often a smaller group will try to rush for TD, be ready to take it down.
If you really want to engage them in a big scrum then for now make a dwarf team too.
However, one thing I have noticed with my own dwarf team and other dwarf teams: dwarves seem to accumulate SPP faster than other teams because they tend to hand out more injuries and die less often than other races because of their high AV. Would this be fair to say?
One other potential concern I have is the Ref Resting Area upgrade for dwarven stadiums, which would allow the deathroller to play for two drives 83% of the time. That's a pretty powerful piece. Thoughts?
Anyway, that is just my very limited perspective. I'm sure my view will change as I gain more experience and as more races are introduced.
The ref rest area is a concern, certainly, for that reason. On the flipside some of the other inducements work far better for other teams than for dwarves - the wizard one, for example, is excellent for skaven.
As either humans or skaven, if the dwarf player breaks through your side with runner/blitzer leaving your guys free to get up and run deep or neglects to leave any defenders in deep himself, you should get your primary ball thrower the hail mary pass ability, get one of your faster guys behind the line (even if that means taking your chances on leaving the tackle zone) and then throw the hail mary. If you manage to get even 1 guy with 3 str or a guy with the dodge ability, your chances are pretty good even if the dwarf enemy manages to catch you with his runner, since dwarf runners don't have block by default.
I start as the attacker and move my rats and gutterunners deep inside the opponent pitch. Please note that the deep invading rats and the ball carrier are on opposite sides
http://steamcommunity.com/sharedfiles/filedetails/?id=518355780
also look how the dwarves are mostly solo standing around and being clogged by my rat lineman.
I move my other gutter runners in the middle of the pitch where they are threatening a 1 turn td
he has to move his runner and the other dwarf from the right side of the pitch to the middle to prevent that.
http://steamcommunity.com/sharedfiles/filedetails/?id=518355923
now my thrower is free to walk down the pitch
http://steamcommunity.com/sharedfiles/filedetails/?id=518356044
and it's a touch down
I'm looking forward to watching them waddle around on those stubby little legs as my High Elves throw the ball all over the pitch.
Three turns of standing still with my thrower as the Dorfs creep towards him, all the while a poor runner desperately waddling after a High Elf catcher in the backfield. Eventually, the Dorfs are almost within charging range of my thrower......
And then I pass the ball 12 squares to a completely unopposed player who slipped around the Dorf line.
Good times. :D