Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
2 WD
3 Catchers
6 lineelves
3 RR
20 K for FF, AC, CL...
Or something else entirely ?
I dont have a lot of time (tourny is beginning of september) and need to finish painting the team. I'd rather play with a painted team in a tournament, it's the right thing to do I think.
So apart from the best setup, you can actually help me by just saying wich ones should be painted.
It would help me stop wasting time thinking about it and start painting.
First, start painting line elves. Only put the real time into four of them, and do 2 Catchers and the WD. You know you're taking those, Hell or high water.
All those are good lineups. What's the format? How many skills? In a 1.1M league, with a league progression format, I'd start an Apothecary and a Tree, plus 2 WDs, a Catcher and 7 Linos. But in a tournament, I'd take 2 WDs, 4 Catchers, 5 Linos and 3 TRRs, unless it was progression heavy, in which case, I'd take 2 WDs, a Tree, 3 Catchers, a Thrower, 4 Linos and 2 TRRs.
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.
It's a 110 TR format, you get 1 skil after each match but start with one, after game 3 you can pick a "double" (i.e. a skill you can only get when you rolled a double).
Resurrection (you get the whole team back for the next game), 5 games in total.
I wouldn't take a Tree in this format unless you're dead-set on building a 1TTD mechanism (not an optimal format for building it, but it'll be hard to defend... a Tree with Grab can pretty much make it as easy as anything will, but a Tree with Guard and a WD with Frenzy at least gets a shot). An Apothecary is still a credible option: use him on your first BH once a match, and he'll pull his weight.
If you don't mind being down ST...
2 WD, 4 Catchers, 5 Linos, 3 TRR. Kick on a Catcher (more durable/protectable than a lino), Frenzy, Side Step or Strip Ball on a WD, Guard on a Lino, Frenzy, Side Step or Strip Ball on a WD. If you know your opponent in advance, make your WD skill selections around him. If not, my preference says Side Step on the first and Frenzy on the second, but it's a matter of taste.
If you do mind a big ST gap, trade 2 Catchers for linos and 4 FF, and put Kick on a Lino. If you do your job right, there will be a lot of kickoff table rolls, and you'll make better than average use of FAME. You could just drop one Catcher, but if you do, replace him with a Thrower for no net savings. You could also drop two Catchers for a Thrower, AC, CL and Lino. It's probably not wise to take a Thrower for Leader value, but in a non-progression format an instance of Pass is maybe a wash for an AC and CL (maybe).
If you mind a big ST gap and you're not a believer in the kickoff table, then drop 3 Catchers for Linos and take an Apothecary and a CL. You could also keep the Catchers and just drop a TRR for an Apoth.
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.
One of those two would be my choice. I think it comes down to do you want the extra re-roll or not? Id lean towards the treeman however. With ST6 on the LOS and armor 10, he's not going anywere for a long time. He'll hopefully soak up some attacks, which is ALWAYS good in a AV7 team.
Go with the thrower and 3 catchers, also. Always gives you that extra if you miss a pass, and if you DO go the for the Treeman, its going to be useful.
I have only played against WEs, not with them, but here is what I wouldn't want to face:
The Treeman. Real trouble for a bashy team. One for the LoS. Not because he saves a hit, but because you can't move through him. Even if you knock him over, he can stand up and block up the centre of the pitch. Most teams will struggle to get enough assists, and Stand Firm is a gem. You can then blitz low AG linos like zombie into his TZ and hold them up. Can give you the advantage in numbers if the Tree ends up marking 3 players.
Multiple Catchers. Dodge is key for WEs. And speed. And a catch re-roll doesn't hurt.
2 Wardancers. Obviously. Frenzy one, Strip Ball the other. Strip Ball might not work if your opponent has Sure Hands. But that is why the other one has Frenzy. But if your opponent doesn't have SH ... its a turkey shoot. Worth it just in case you end up playing Goblins, Skaven, Halflings, Lizardmen etc.
Thrower with Leader. My main hope against WEs is to hassle them until they run out of re-rolls. One extra for free is annoying.