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“There is little that makes me happier than watching the Dawi-Zharr petrify in front of my eyes on the field of play. Grungni has surely cursed them for their betrayal.” – Thorn Durinsgold III – the Dwarf Giants owner.
The conservative approach - starting with 3 Re-rolls should be enough to manage your team's Take Root. Your team has Block on most of their players. You have an Ag3+ Blunderbuss player to pick the ball up, and also for punting it downfield in an emergency. Just try and manage your Take Root players carefully. they are the key to this team.
This approach is a little riskier. Starting with 2 Re-rolls means you need to be very careful with your Take Root players. On defence it is recommended that you use the Boar as a backfield blitzer and use them sparingly, if at all... Just hover there as a threat. Daemonsmiths act more as Blockers, using their strength advantage to hold the line. The advantage of this build is you have more mobility with the Harridans, both in their higher Ma, Jump Up and Ag3+. They also add a bit more hitting power to the team with Frenzy, though this is a double edged sword at times. The real positive of Frenzy is it forces your opposition to play more narrow for fear of being surfed, which makes pitch control easier with your other players.