MA9 Wardancer

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mattgslater
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Post by mattgslater »

Then don't fire anybody until you hire a couple more positionals. After you have 13 players, you can start hiring-to-fire.

-AG and a Niggling Injury on a lino with a line-skill is ok: he won't go up again 'cause he'll always be on the line, and Nuffle will tell you when you have to replace him.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by stashman »

mattgslater wrote:... he won't go up again 'cause he'll always be on the line, and Nuffle will tell you when you have to replace him.
:lol:

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Post by stashman »

Season is up and I will face a dwarf, a lizardmen, an orc and a necromantic team. 4 games and the two best play the final.

Teams are between 180-220 TV. My team is at 184 TV with 14 FF (never ever hade that much! Now I hope for cash!)

Wardancer 9 3 4 7 Block, Dodge, Leap, Sure Hands, Pass
I will soon skillup (42 spp) and I really don't know wht to take. Maybe Nerves Of Steel and then my "last skill" will be Catch. Then this player, if he lives will be a great allrounder! I think I will take Side Step as normal or Kick (wasted?) becuse I don't have any kicker!

Help me with some good advice! It's not often that I have great players becuse they tend to die :cry:

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mattgslater
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Post by mattgslater »

Should you roll doubles, Nerves of Steel is good. Otherwise, I'd get him Side Step. That way, a failed pickup doesn't let the opponent block him off the ball unless they can knock him down.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by tenwit »

Side Step over Kick. If it's 2008 rules, I'd go Diving Catch over Catch/NoS, it's almost as good and means you can take Jump Up, Tackle, Mighty Blow, Fend or some other skill that keeps opponents wary of this guy. I think SS then JU would be my picks.

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Post by stashman »

I hope I roll double 6s so I can take +ST :lol:

Probably Side Step to use him more effective as Runner & Thrower.

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Post by kizkiz »

I Have just started a league playing as wood elfs.
It's been at least 16 years since i last played :lol:
Was reading this thread yesterday and trying to plan my wardancer who rolled a MA+1 on his first skill roll
I only went and rolled the same again, so now have a MA 10 wardancer
I think a one turn scoring wardancer could be quite fun when he gets sprint 8)

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Post by DoubleSkulls »

You should be able to one turn without sprint fairly easily. Use chain push backs to get that extra square.

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Post by kizkiz »

Chain push backs?

I was just thinking a leaping blodger who can leave the los and blitz the ball carrier and score would be very very useful, apart from the obvious offense use

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Post by DoubleSkulls »

If you push an opposing player from the LOS back into your half, then push him into the MA10 player - you can push your player into the opponent's half and be in range.

MA10 is awesome anyway since you can get great pressure on the opposition backfield - almost certainly either being able to reach the ball carrier or keep them so far back they can't link up with the LOS.

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Post by mattgslater »

ianwilliams wrote:If you push an opposing player from the LOS back into your half, then push him into the MA10 player - you can push your player into the opponent's half and be in range.
@kizkiz: A new skill (well, new to you) that you might want to try to help out with this is Grab: it can be taken as a normal skill on the Treeman, and comes with the added advantage of mitigating Take Root.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by Carnis »

stashman wrote:My linemens before where just "fodder" and I didn't really used them to score etc.
Big mistake, the first 6 spp's are easy to get with backfield quickpasses on the offence (+ you get an extra 1 SPP from the comp). The first wrestle/dodge/block makes a HUGE difference in fodder-capacity.
stashman wrote:My treeman is awesome with block, dodge, multiple block & grab. With 67 spp he will soon get guard, but now he costs 220K (240K with guard) and I really think he is too expensive on the team.
He's not, he's really amazing for that cost. In fact the treemen seem to be the most cost-effective big guys nowdays.
stashman wrote:My only surviving catcher has ST1 :cry: but with Nerves of Steel, Block & Sprint I think I hold on to him untill I get cash to get atleast two new before I sack him. Shall I sack him?
Yes, sack him. High cost st1 player = you lose gold in spiralling costs, but also in inducements & field strenght (as you are down to 11 you will have to field him). Sprint & nerves of steel dont combine well anyways (one means you want to be away from the oppo, the other that you can go catch on tacklezones, i.e. close to the oppo).
stashman wrote: Trying to skill up my MA8 lineman to a "wardancer".
Don't. He'll never be the same, even after 51spp's he'll just be a rookie wd but costs 51spp & 140k
stashman wrote:My worst player is the "old skaven lineman" 7337 Wrestle, Niggling. Shall I kick or save? Niggling on AV7 makes me nervous 8)
Keep him. Wrestle ups his survival odds more than niggling reduces it, but use him on the line with the tree.

Imo the perfect place to get rid of players is when you are down to 11, this way you can use journeymen on the LOS & on sacrificial duties without losing gold. When you eventually have enough money to get up to 12 or 13 players, then buy the wanted positions all at once. Before that sacking players & relying on journeymen will save you tons in money & players lost. Woodie player in our league did this (sacked 3 non-skill nigglers & played with 11 for 4 games), ended up improving his game a lot (less niggling AV7 + more field time/player = more even spp/skill-spread) & he even made it to the final this year.

I wouldn't have built a passing wardancer, but I'm sure he'll be great in that role as well, he can do anything after all..

Finally someone said dodge is bad in a developed team. I disagree, if you have 11 dodges, your opponent has to have 11 tackles. Which do you think is rarer in a high rating team?

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stashman
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Post by stashman »

Hi Carnis.

My team look a bit diffrent now. I will probably miss the semi-finals with my team, much becuse of only 11 players and mostly someone injured so I have to use the journeymen.

I really try to develop my linemen so I have a better chance to stay out of the knock-out dug or alive.

Team RR:4 FF:12

Wardancer: MA9, Sure Hands, Pass
Wardancer: Wrestle, Tackle, Strip Ball (Niggling)

Catcher: (Niggling) ... and a rookie :cry:

Thrower: ... just a rookie

Line: MA8, Juggernaut
Line: ST4, Block, Dodge, Frenzy
Line: Guard
Line: AG5, Wrestle
Line: Wrestle
Line: ... another rookie

Treeman: Multiple Block, Block, Dodge, Grab, Guard

Next season this team will just chill, letting another team into the league.

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