Tough decision on DE Witch first skill
- TalonBay
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Tough decision on DE Witch first skill
A bit of context: my league is a short league ending in playoffs and I've got 3 or 4 games left for the season assuming I make it all the way to the title game (I'm pretty sure I'm making the playoffs though it might be mathmatically possible not to). So not many games left either way and the only team I know I'm going to face now is dwarf.
The team is:
Runner - just got a skill
Blitzer - Dodge
Blitzer
Assassin - Kick (don't ask, could have used this better)
Lineelf - Wrestle
Lineelf
Lineelf
Lineelf
Lineelf
Lineelf
Witch Elf - Block, SideStep
Witch Elf - just got a skill (rolled +AG)
The rookie WE just skilled up and normally it's no-brainer, you take block or an attribute increase if you get lucky. In this case though I'm wondering whether the AG increase is actually worth it: most rolls are already 2+ though clearly this would add some more 2+ options, one bonus of AG5 is leaping on a 2+ but the season is nearly over so will she get leap in time to be much use (plus she still won't have block!). Early in the season I'd take the AG increase and focus on getting her more skills but this late on it's less clear cut for me. The benefit of block is that she's so much harder to put down with Blodge and people spend a lot of time focusing on the witches (probably the most loathed players in our league the way coaches go on about them:). It pains me but I'm leaning towards skipping the AG increase.
As an aside, the runner just skilled up too and has a similar choice: one of his Passing skills (probably Pass) or go with block again. I do use him to carry the ball, though usually only to hand-off/pass for the TD, so Pass would be useful but on defence Block would make him another blitzer (I know I'm light on blitzers but I've had rubbish winnings and have only bought one player, the rookie WE).
The team is:
Runner - just got a skill
Blitzer - Dodge
Blitzer
Assassin - Kick (don't ask, could have used this better)
Lineelf - Wrestle
Lineelf
Lineelf
Lineelf
Lineelf
Lineelf
Witch Elf - Block, SideStep
Witch Elf - just got a skill (rolled +AG)
The rookie WE just skilled up and normally it's no-brainer, you take block or an attribute increase if you get lucky. In this case though I'm wondering whether the AG increase is actually worth it: most rolls are already 2+ though clearly this would add some more 2+ options, one bonus of AG5 is leaping on a 2+ but the season is nearly over so will she get leap in time to be much use (plus she still won't have block!). Early in the season I'd take the AG increase and focus on getting her more skills but this late on it's less clear cut for me. The benefit of block is that she's so much harder to put down with Blodge and people spend a lot of time focusing on the witches (probably the most loathed players in our league the way coaches go on about them:). It pains me but I'm leaning towards skipping the AG increase.
As an aside, the runner just skilled up too and has a similar choice: one of his Passing skills (probably Pass) or go with block again. I do use him to carry the ball, though usually only to hand-off/pass for the TD, so Pass would be useful but on defence Block would make him another blitzer (I know I'm light on blitzers but I've had rubbish winnings and have only bought one player, the rookie WE).
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- TuernRedvenom
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Yeah, I agree - take the AG increase. A Witch can skill up quickly enough, especially an AG5 one. I mean, I think you usually shouldn't have any real SPP hogs in a Dark Elf team because you need good linemen too, but for such a player, exceptions can be made.
And I'd take either Block or Nerves of Steel on the Runner. I take NOS most of the time, and Block is usually the third skill after Dodge. But then again, I always make sure I have 4 Blitzers, and Dodge is of course not the best idea when you're guaranteed to face Dwarves.
And I'd take either Block or Nerves of Steel on the Runner. I take NOS most of the time, and Block is usually the third skill after Dodge. But then again, I always make sure I have 4 Blitzers, and Dodge is of course not the best idea when you're guaranteed to face Dwarves.
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- TalonBay
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Normally I'd completely agree but there's no way she's going to get those skills because the league ends in a few games (we start new teams each season). I'm looking at possibly one more skill for her in time for the league championship game (if I make it that far) so realistically whatever upgrade she gets will have to work by itself.TuernRedvenom wrote:Take the +AG, Block next, then Leap. You'll rule the sidelines. I have never regretted taking +AG on a Witch (or any other Dark Elf for that matter).
The team pretty much dominates the sidelines already, the better coaches don't get too close which gives me room to work and the weaker coaches stick players in vulnerable positions and one or other of hte witches knocks them into touch. One of the advantages of a shorter league is that there's not much Stand Firm around.
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- TalonBay
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Another effect of playing a short league, if I go for 4 blitzers then the league will be over before I get to add a runner, assassin and some witches. In a short league the extra skills the WE start with make her a serious threat from the start and the blitzers I can afford back her up. I know the assassin is sub-optimal but he's part of the colour of the team and he's been a star against some opposition (a real mix of teams in the league including plenty of AV7).Johnny Blade wrote:And I'd take either Block or Nerves of Steel on the Runner. I take NOS most of the time, and Block is usually the third skill after Dodge. But then again, I always make sure I have 4 Blitzers, and Dodge is of course not the best idea when you're guaranteed to face Dwarves.
Does NOS come into play all that often? Just curious how many times it'll have an impact, Pass would probably be useful once or twice a game, Block potentially a lot more.
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- DoubleSkulls
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+AG is really really good for your team. You don't have many blitzers.
Give the runner NoS and keep her in range. Catching on 2+ even in a TZ is nice - and they she can just run through any opposition defence. Also AG5 is nice for throwing (2+ short passes) if you need.
3~4 games plus the play offs means you've got plenty of time for a 2nd skill, but probably not a 3rd unless you completely hog the TDs with her and run riot (~8 TDs for the 3rd skill). Leap is nice, but take block since you want to keep her in the game. Leap 3rd skill if you should be so lucky.
If you really don't want NoS on the runner then take Leader. I'm assuming you've got a 2 RR lineup.
Give the runner NoS and keep her in range. Catching on 2+ even in a TZ is nice - and they she can just run through any opposition defence. Also AG5 is nice for throwing (2+ short passes) if you need.
3~4 games plus the play offs means you've got plenty of time for a 2nd skill, but probably not a 3rd unless you completely hog the TDs with her and run riot (~8 TDs for the 3rd skill). Leap is nice, but take block since you want to keep her in the game. Leap 3rd skill if you should be so lucky.
If you really don't want NoS on the runner then take Leader. I'm assuming you've got a 2 RR lineup.
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Ian 'Double Skulls' Williams
- TalonBay
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My WE generally never have the ball unless they're about to score but I can see how an easier pickup and throw short after knocking the ball loose on defense can turn things around dramatically. The problem being that it's usually the WE that are blitzing the ball out (so no pass). I'm a fan of the improved catching in TZ's means that the opposition really needs to put her down rather than just mark her (which takes away their blitz).ianwilliams wrote:+AG is really really good for your team. You don't have many blitzers. Give the runner NoS and keep her in range. Catching on 2+ even in a TZ is nice - and they she can just run through any opposition defence. Also AG5 is nice for throwing (2+ short passes) if you need.
I was being cocky and including the playoffs in my 3-4 games left, currently only 1 league game left vs dwarfs then the playoffs. I can see her getting the 2nd skill but it'll be in time for the final and probably not much before.ianwilliams wrote:3~4 games plus the play offs means you've got plenty of time for a 2nd skill,
ianwilliams wrote:but probably not a 3rd unless you completely hog the TDs with her and run riot (~8 TDs for the 3rd skill). Leap is nice, but take block since you want to keep her in the game. Leap 3rd skill if you should be so lucky.

Good point about Leader, I'd not considered that. That's quite a big bonus for my lot as you're right I've gone with 2RR. I'd love NoS, just not sure it's the best option as the runner doesn't catch the ball and it's rare anyone gets to him to force him to use dump off (once this season and it was intercepted!).ianwilliams wrote:If you really don't want NoS on the runner then take Leader. I'm assuming you've got a 2 RR lineup.
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Well, I usually have one Runner (the first one) that really lives up to his name, while the other is more of a ball retriever/thrower.TalonBay wrote:Does NOS come into play all that often? Just curious how many times it'll have an impact, Pass would probably be useful once or twice a game, Block potentially a lot more.
For the actual Runner, I have found NOS to be really helpful, as my cages often tend to be rather temporary, since Dark Elves simply can't play the slow grind like Dwarves and Orcs. Nerves of Steel helps because of this. When your cage breaks down, you can quickly pass the ball to a waiting Witch or Lineman. When some cagebreaker jumps in your Runner's face, you can utilize the nice synergy between NOS and Dump-off. (I've also found that this passively helps protecting your cage, since some coaches won't attack it at all, strangely, although most still will.) And when you form no cage at all, NOS can help your Runner do whatever - snatching the ball after it came free, intercept and then quickly pass, he can just do more.
Looked at individually, those things don't come up too often, but it allows you to use many opportunities you'd otherwise give a pass, and to me, opportunism is a big part of playing Dark Elves, although that can probably be attributed to my personal playing style to some degree.
Also, NOS helps you keep your re-rolls, mainly because of the synergy with Dump-off.
But, don't let that wall of text get to you, Block is still a skill that a Runner used this way should take at some point, and since you're so light on Blitzers, you may want to do it.
Although that's really just an informed guess, since you seem to have problems with the lack of Block. I've never been in that situation for a longer timespan, since I only ever go below 4 Blitzers due to injuries.
How many re-rolls do you have anyway? Since you said it's a short league and you got bad winnings rolls, I doubt you went beyond the initial 2, but I don't know.
EDIT: And now I do...
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I would second this, it's a good plan to follow, see how far you can get.purdindas wrote:I agree wholeheartedly with this statement. This player could turn out to be a super star with AG5!!!TuernRedvenom wrote:Take the +AG, Block next, then Leap. You'll rule the sidelines. I have never regretted taking +AG on a Witch (or any other Dark Elf for that matter).
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AG5 on a player who starts with dodge is really a nobrainer. You seem so hellbent against it though, due to only having 3 matches left, so go block instead. You'll sleep easier, at least.
I disagree about not being able to start easy with positionals by having blitzers though.
4x Blitzer
1x Runner
6x linemen +2 rerolls = 1000k.
Add the apo, rr's & witches as you play on.
Skilling that runner imo don't ever go NOS, build your player as an allrounder not an alldump-offer if you want to play close (so block & dodge are better for survivability and have uses on defence as well).
The other choice is building him as a thrower with sure hands, accurate, safe throw & pass as the obvious options. If you are low on RRs (less than 3-4), then take leader & later dodge/block.
I disagree about not being able to start easy with positionals by having blitzers though.
4x Blitzer
1x Runner
6x linemen +2 rerolls = 1000k.
Add the apo, rr's & witches as you play on.
Skilling that runner imo don't ever go NOS, build your player as an allrounder not an alldump-offer if you want to play close (so block & dodge are better for survivability and have uses on defence as well).
The other choice is building him as a thrower with sure hands, accurate, safe throw & pass as the obvious options. If you are low on RRs (less than 3-4), then take leader & later dodge/block.
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- TalonBay
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Not hellbent against it but it's far from the easy decision it would be at the start of the season when there's time to develop the player further. Block and SideStep are big skills for a WE and turn them into stars, WE do so much on a 2+ already that the jump to 5 isn't a massive benefit until you can get skills like leap to compliment it. Don't get me wrong, I'd be sure to take advantage of all the 2+ dodges and catches in TZ's but it's not usually the agility rolls that prove tricky with WE, it's the staying alive part.Carnis wrote:AG5 on a player who starts with dodge is really a nobrainer. You seem so hellbent against it though, due to only having 3 matches left, so go block instead. You'll sleep easier, at least.
What do you disagree with? Your lineup doesn't start with the WE and best case it'll be at least 4 games into the season before you can field her (that's _half_ of our seasons!). 1st game you hope to buy the apoth, then fingers crossed you earn enough in game 2 and 3 to buy the WE and use her in game 4. Meanwhile in the same three starting games my WE has run riot in a league full of rookies (players not coaches, very little tackle and block around early on) and is well on the way to her 2nd skill. I don't say you can't start with lots of blitzers but the most interesting players on the roster are the WE so to avoid them for half the season seems dull to me. I've played against a good coach who went the blitzer route very successfully but was the team as good by the end? Not in my view.Carnis wrote:I disagree about not being able to start easy with positionals by having blitzers though.
4x Blitzer
1x Runner
6x linemen +2 rerolls = 1000k.
Add the apo, rr's & witches as you play on.
I don't really play him close, more sit back and play the run/pass/run/handoff/run/score game. Obviously the approach is tailored to the opposition so sometimes it's straight run/pass/run/score and others there's screens of players set up and the score takes a few turns. But it's usually a case of the runner sitting back with a cover-player/outlet-receiver while I work an opening.Carnis wrote:Skilling that runner imo don't ever go NOS, build your player as an allrounder not an alldump-offer if you want to play close (so block & dodge are better for survivability and have uses on defence as well).
The other choice is building him as a thrower with sure hands, accurate, safe throw & pass as the obvious options. If you are low on RRs (less than 3-4), then take leader & later dodge/block.
I think the runner will be getting block or leader, the re-roll would be great but I like the defensive boost of block.
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Think the real merit of the AG5 is not that she leaps on a 2+. Comes way earlier as she then dodges on a 2+ against single TZs & picks up the balls on 2+ from single TZs, and passes short passses on 2+ as well. Can use the AG5 as an opener by dodging into 2 TZ's on a rerollable 3+ (88% chance), then blitzing the corner player off the field (44%*88% without using RRs) as well.
The reason I'd have gone the traditional route (4 blitz, 1 run) is that I feel its the strongest roster early on with 4 blocks & leader as first skill for the 3rd RR. Skilling WE's is easier with a developed team than a starting team (6 Spp for blodge/jump up frenzy is wicked, and only takes 2 Td's or 3 comps & a td - ie max 2 games).
The reason I'd have gone the traditional route (4 blitz, 1 run) is that I feel its the strongest roster early on with 4 blocks & leader as first skill for the 3rd RR. Skilling WE's is easier with a developed team than a starting team (6 Spp for blodge/jump up frenzy is wicked, and only takes 2 Td's or 3 comps & a td - ie max 2 games).
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She is a fanatastic runner with AG5 (she's the fastest, most mobile piece on your team). Using her as a blitzer isn't optimal.TalonBay wrote:My WE generally never have the ball unless they're about to score but I can see how an easier pickup and throw short after knocking the ball loose on defense can turn things around dramatically.
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Decay... the ONLY skill worthy of an elf....
Seriously, the only reason you wouldn't take Ag5 is because of some overwhelming epipheny that, while Ag4 is a Timmy-Power-Gamer-Wet-Dream, that Ag5 is an abomination and a game-breaker....
Otherwise, please, carry on....
Seriously, the only reason you wouldn't take Ag5 is because of some overwhelming epipheny that, while Ag4 is a Timmy-Power-Gamer-Wet-Dream, that Ag5 is an abomination and a game-breaker....
Otherwise, please, carry on....
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