Four new skills for Woodies

Want to know how to beat your opponents, then get advice, or give advice here.

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Asperon Thorn
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Post by Asperon Thorn »

Jump Up on both of the Wardancers.

Dirty Player on the kicker, and sidestep on the catcher.

Jump Up means your WD's will be free to do whatever they want.

The DP may discourage fouling on your team and your new Jump UP Wardancers.

And Sidestep is purely for the safety of the catcer, but I would consider Sure feet in order to give him 11 movement consistantly. Having a player that can move 11 means you can have an assist anywhere on the field.

Asperon Thorn

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Looking for Fair and Balanced Playtesting of the DE Runner 7347 Surehands G,A,Pa 90K - Outdated and done.
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Drool_bucket
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Post by Drool_bucket »

Sorry to dreg this thread back up, but, I managed to win both my playoff games, and now face an orc team in the league finals. I don't know much about his team, aside from what all-stars he brought to the All-Star game. (a game at the end of the league, in which all players bring their 2 players with the most SPP, and the conferences play each other for bragging rights!) He brought a blitzer (dodge, stripball) and a thrower (accurate and block, I believe) Because a few of their conference players didn't show, he had to bring two more players, which were both Lineorcs with block! So, with only one game and a bye week, I think his team won't be greatly changed. So, I have one skill to choose, and a decision to freeboot a catcher, a thrower or a wizard. What do you guys think?

Here is my team:

Wardancer:Block, Dodge, Leap, Strip Ball and Tackle
Wardancer:Block, Dodge, Leap and Guard
Catcher:Dodge, Catch, Block, Sidestep Normal Skill
LineElf:Kick and Block
LineElf:Dirty Player
LineElf:Leader and niggling injury
LineElf:Block, Tackle and niggling injury
LineElf:Block
LineElf:Block and -1 AG
LineElf:Dodge
LineElf:Dodge and +1 AG
LineElf:rookie
LineElf:rookie

Three Team Rerolls, 50K in the bank

I was actually thinking sure hands on the catcher. Mainly for protection from the Strip ball, but also because he can pick the ball up in a tackle zone without burning TRRs.

I have been using my AG 5 elf as my thrower, and I freebooted a catcher once, and it completely spread my offense out. However, the wizard is very tempting, and I know he will probably have one. (not that that matters)

Thanks again guys!

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Mirascael
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Post by Mirascael »

Wizards can be amazing against orcs. Get one to break his offence once (be careful when you use the wizard, however, you really want to turn him over for a reason, fireball the cage and score).

Your arguments for Sure Hands seem valid to me.

And don't forget to push your catcher three times in turn 8 for that decisive touchdown! =D

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