![]() I personally find there isn’t really a massive amount of leeway or difference in the development of your Chaos Dwarf Blockers. Normal: Guard, Mighty Blow, Stand Firm, Pro / Piling On / Dauntless / Grab.They also have a reasonable cost and along with cheap team mates you will usually see any Chaos Dwarf team with the maximum allowed six Chaos Dwarf Blockers on their roster. Given their low agility though they can suffer from slow development, but at least starting with Block and Tackle can go a little way to mitigating that issue. Mutation access really has just given them the ability to get Claw with none of the others being overly useful for their job demands. Starting with Block and Tackle means they can block with success more often than not and strength skill access on normal skills gives them a great selection to go hand in hand with that. Being Dwarves they have Thick Skull which combined with their high armour keeps them on the pitch quite a lot. Their stat line of being slow, but well armoured with low agility means they are pretty much only going to be used for marking and hitting things unless a drive takes an unexpected turn. Generally their role on the pitch doesn’t really differ a great degree even though their team mates are vastly different. ![]() Recently though they gained access to Mutations harking back to even earlier editions of the rules and to make them a bit more “Chaotic” then their brethren. For years the Blockers on the Chaos Dwarf team were identical to their kin on the Dwarf team.
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