Hello my fellow blood bowlers.
I’ve been getting in on some Wood Elf action on new PC game. And low wouldn’t you know it I’m doing alright – come through the difficult opening phase with a 9 – 3 – 2 record and a team worth nearly 2k now.
But I have no experience of higher levels and would like you opinion on these ‘unusual’ players. Thanks!
Wardancer 9 4 4 7 Nerves of Steal.
He’s about to get his 4th skill (I know Jugg was a better long term choice – but at the time (2nd game) with both my original catchers dead – I was getting surrounded all the time. Having a Blodging Leaping player that could always catch on a +2 was a game saver. Since then he’s got +1ma and the +1 ST. Now he’s a monster.
My thought for skill was Pro, other players do things better on my team, this guy gets involved in blocks, Catches, Passes, leaps and GFIs. Pro could be a good option as he’s so versitle.
Linelf 7 3 5 7 Kick
I got a kicker and then what do you know next skill roll – boom +1AG, to good to give up – but what skills to give him next? I’m thinking Pass Block as off the wall choice, but would probably see more millage out of Dodge, then catch?
Linelf 7 3 4 7 Fend Wrestle (smashed knee) – one of my favourite players – I’ve put him on the LoS time and time again – and he keeps getting back up and getting kills and skills! Fend, Wrestle is a amazing combo for elves – really opens up wholes in the line. But my question is – what next? I’m pretty sure the only choice is Dodge right?
This leaves the rest of my team which is pretty standard (no other stat increases)
Wardancer – Strip Ball, Tackle
Thrower – Accurate, Sure Hands, Dodge
Thrower – Brand New – how would you develop him differently to the other? I’m thinking Catch, Dodge to create a middle of the field, secondary runner? Perhaps leader?
Multiple Line, all with 2 – 3 skills, Blodge, then Guard on doubles, SS on normals.
Catcher – 9 2 4 7 Block, Shadowing, he’ll be getting SS
Catcher – 3 spps so far so yet to skill, I want to do something different other the Catcher above. What’s some good other combos? Diving Catch? Meh… Are catchers really just Block then SS?
Treeman – no skills
ReRolls 3.
Well that’s about it – oh yeah – how many Catchers do you end finish with? All 4? Or stick at three? Is 13 players enough for woodies or should I be looking at 14? What’s the final RR count needed? 3? 4?
Thanks in advance for all the advice.
Grogmir
Highier level Woodelf advice
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Highier level Woodelf advice
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Re: Highier level Woodelf advice
His stats are just screaming to give him Frenzy. Then Side Step. In all honesty, I would never, ever have put NoS on this guy but if it works for you that's fine.Grogmir wrote:
Wardancer 9 4 4 7 Nerves of Steal.
He’s about to get his 4th skill (I know Jugg was a better long term choice – but at the time (2nd game) with both my original catchers dead – I was getting surrounded all the time. Having a Blodging Leaping player that could always catch on a +2 was a game saver. Since then he’s got +1ma and the +1 ST. Now he’s a monster.
Dodge is the best option I gues. Wrestle next. Pass block is too situational IMO, how many teams will pass vs woodies??? Most will cage the ball and try to grind you into the ground.Linelf 7 3 5 7 Kick
I got a kicker and then what do you know next skill roll – boom +1AG, to good to give up – but what skills to give him next? I’m thinking Pass Block as off the wall choice, but would probably see more millage out of Dodge, then catch?
Why would you give catch to a player? Very sub-optimal skill imo.
Dodge is good, although I would be tempted with side step on this guy.Linelf 7 3 4 7 Fend Wrestle (smashed knee) – one of my favourite players – I’ve put him on the LoS time and time again – and he keeps getting back up and getting kills and skills! Fend, Wrestle is a amazing combo for elves – really opens up wholes in the line. But my question is – what next? I’m pretty sure the only choice is Dodge right?
I like having all the catchers, I think they're superb players. Think of them as gutter runners with catch.Well that’s about it – oh yeah – how many Catchers do you end finish with? All 4? Or stick at three? Is 13 players enough for woodies or should I be looking at 14? What’s the final RR count needed? 3? 4?
4 rerolls is best I think, 5 is too much. If you play a bit more conservative on defence (ie not leaping too much) you can easily get by with 3 though.
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Pro lowers his odds of success compared to a TRR though, I wouldnt invest in it as this guy's rolls are most likely gamebreakers (bar maybe, the blocks). Sidestep, Tackle, Fend, Wrestle could all be more useful for this guy. Edit: And yea, frenzy as well. Maybe that's the most obvious choice here really. Not a fan of NOS either, but to each their own.Wardancer 9 4 4 7 Nerves of Steel.
My thought for skill was Pro, other players do things better on my team, this guy gets involved in blocks, Catches, Passes, leaps and GFIs. Pro could be a good option as he’s so versitle.
AG5 means he either breaks cages, or takes balls away from TZs. Dodge/Surehands/Wrestle/Tackle/Leap all work for this purpose. Kick will slow him down, though.Linelf 7 3 5 7 Kick
I got a kicker and then what do you know next skill roll – boom +1AG, to good to give up – but what skills to give him next? I’m thinking Pass Block as off the wall choice, but would probably see more millage out of Dodge, then catch?
Yep!Linelf 7 3 4 7 Fend Wrestle (smashed knee) – one of my favourite players – I’m pretty sure the only choice is Dodge right?
Wrestle, then either SS/Jump up/Dauntless.Wardancer – Strip Ball, Tackle
Leader/Block (safe throw if you want a dedicated thrower).Thrower – Accurate, Sure Hands, Dodge
Leader, or boot and get lino instead.Thrower – Brand New – how would you develop him differently to the other? I’m thinking Catch, Dodge to create a middle of the field, secondary runner? Perhaps leader?
Sure Hands, Block, Sidestep, Diving Tackle are all worthwhile, wrestle/dauntless/strip ball too, but better on WDs in a woodie team.Catcher – 9 2 4 7 Block, Shadowing, he’ll be getting SS
Catcher – 3 spps so far so yet to skill, I want to do something different other the Catcher above. What’s some good other combos? Diving Catch? Meh… Are catchers really just Block then SS?
As many as you manage with, personally I wouldnt play woodies without at least 4 RRs (incl leader, though) and 1-3 Catchers.Well that’s about it – oh yeah – how many Catchers do you end finish with? All 4? Or stick at three? Is 13 players enough for woodies or should I be looking at 14? What’s the final RR count needed? 3? 4?
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