Difficult skill choices for Woodies

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Heiper
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Post by Heiper »

You'll regret not having it when you DO meet them tho :D But if its rare, one may be enough. Guarding linemen usually can give you a one die if you don't have dauntless, but we all prefer 2 dice :-)

ST4, AG5, Block, Leap
WOW, to bad it isn't a WD :P or maybe thank god it isn't :)
Double, well dauntless is out of the window on this one with ST4. Double 5 I don't think I would go on MA on this one. I would probably go for either MB or guard. Since he is ST4 ppl will think twise before hitting him, and gurading ppl usually get themself in nasty situations. You can bet that this guy is going to be fouled all over when he first gets down, so be carefull :-)

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Post by Flyin' Fling »

Dauntless is more the catcher's thing, indeed.
Wardancers are probably better of with something else, but don't ask me what...
Though I'd give 'em dauntless if they're divx, or any other high str environment.

as for the str 4; ag 5 leaper... guard, obviously. There's nothing as much fun as leaping a big beafy assist in the cage and following that up with a leaping strip baller...

And I'm still undecided about my catcher :wink:

PS: heiper; totally unrelated, but were you in IPC at one time? the name keeps bugging me...

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Post by Heiper »

That must be my big brother. Kinda "stole" his nick :D

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wesleytj
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Post by wesleytj »

dauntless is always a great skill for a wardancer. i've never seen a league that had nobody over st3...that's the only league i can think of where you wouldn't be able to use dauntless on a wd.

with it they can hit chaos warriors, black orcs, saurus, etc almost at will, and usually mummies and big guys too (6+ on 2d6 isn't that hard)

how can that not be good?

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Post by Mirascael »

wesleytj wrote:dauntless is always a great skill for a wardancer. i've never seen a league that had nobody over st3...that's the only league i can think of where you wouldn't be able to use dauntless on a wd.

with it they can hit chaos warriors, black orcs, saurus, etc almost at will, and usually mummies and big guys too (6+ on 2d6 isn't that hard)

how can that not be good?
Because Jump up is much better perhaps? Or even Guard?
That's at least my experience from fumbbl.
Even if I play against bashers, I'm not too much interested in hitting Mummies, Sauri or BoBs, i want to hit the Ball Carriers. I think that I didn't use Dauntless once in about 10-20 games with that Wardancer, never needed it. And I desperately missed Jump Up in many situations. After about 250 fumbbl-Woodie-Games I'd even rate a AG 5 WD higher than a ST 4 one, I'm really astonished by that (fortunately, you'll never be forced to decide between those two).
Only in a Chaos/Chaos Dwarf dominated environment would I consider Dauntless on a WD now. And even then I'd say that Dauntless is better given to Catchers. But then, it's fumbbl.
My first trait is definitely Jump Up, which makes WDs incredible mobile and annoying. However, on Lineelves with Guard, Jump Up sucks from my experience since they are much more in need of the classical skills Block, Dodge and Side Step. If I am not mistaken, Jump Up has become a trait merely to avoid the combo with PO becoming predominant. But then, maybe I am?

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Post by wesleytj »

i totally don't think jump up is worth a doubles roll. I haven't seen anyone take it in our leagues since lrb came out. I am quite certain (was told in fact) that it was done to keep Mummies and Black orcs and the like from getting it, which was often quite broken..imagine a treeman with it!

Guard is ok, but it's much less a good skill for a wd and more for a line elf. it's for the helper not the hitter. :)

I can't believe you don't use dauntless that much...I use it all the time on my WD's. And their primary target is the ballcarrier too...but there are plenty of times when that's not what you want to do, like for example when YOU have the ball. Plus, you've never seen an orc blitzer with a ST+? They ALWAYS get the ball too. :)

I gotta tell ya, dauntless was always the first skill i gave wardancers before it became a trait...now it's the first thing they get w/doubles. Their whole point is to be the guys on your team who hit the guys the rest of your team can't really handle for whatever reason. dauntless helps out with that A LOT.

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Post by Mirascael »

wesleytj wrote:i totally don't think jump up is worth a doubles roll. I haven't seen anyone take it in our leagues since lrb came out. I am quite certain (was told in fact) that it was done to keep Mummies and Black orcs and the like from getting it, which was often quite broken..imagine a treeman with it!

Guard is ok, but it's much less a good skill for a wd and more for a line elf. it's for the helper not the hitter. :)

I can't believe you don't use dauntless that much...I use it all the time on my WD's. And their primary target is the ballcarrier too...but there are plenty of times when that's not what you want to do, like for example when YOU have the ball. Plus, you've never seen an orc blitzer with a ST+? They ALWAYS get the ball too. :)

I gotta tell ya, dauntless was always the first skill i gave wardancers before it became a trait...now it's the first thing they get w/doubles. Their whole point is to be the guys on your team who hit the guys the rest of your team can't really handle for whatever reason. dauntless helps out with that A LOT.
I can see your points. But eventually I couldn't ignore the fact, that I almost never used Dauntless on my Wardancers, and that I missed Jump Up dearly. Perhaps, this has to do with playing style and the involved league as well.
Haven't tried out Dauntless on a Catcher yet, over the last hundred games I just wouldn't get ordinary doubles, only MA, AG and ST. There has been one exception: A former Catcher of mine I gave Dauntless rolled two consecutive ST-upgrades afterwards.

Jump Up:
It is definitely worth it on a Blitzer. If he's knocked over it's just like as he if had merely lost his TZ's and is prone to fouling, but he'll be back at full strength and mobility your very next turn. As I said: I would no longer take it on another player, but you would be astonished about the degree it enhances your Blitzers (and the Wardancer is the best Blitzer in the game).

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Post by wesleytj »

Mirascael wrote: Jump Up:
It is definitely worth it on a Blitzer. If he's knocked over it's just like as he if had merely lost his TZ's and is prone to fouling, but he'll be back at full strength and mobility your very next turn. As I said: I would no longer take it on another player, but you would be astonished about the degree it enhances your Blitzers (and the Wardancer is the best Blitzer in the game).
The thing is, Wardancers best defense against all that is not falling down in the first place. If they do, they're only av7...and a prime fouling target as well, ESPECIALLY if they have JumpUp. I can't imagine actually getting to use JumpUp very often on a WD even if he DOES go down.

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Post by Mirascael »

wesleytj wrote:The thing is, Wardancers best defense against all that is not falling down in the first place. If they do, they're only av7...and a prime fouling target as well, ESPECIALLY if they have JumpUp. I can't imagine actually getting to use JumpUp very often on a WD even if he DOES go down.
How often did you play Wood Elves?
Well, I only can say I use it all the time.
But then, since no-one ever "wasted" a doubles on Jump Up in your league... 8)
ESPECIALLY if they have JumpUp
Well, if so, Jump Up can't be that bad, can it? :wink:

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