Wood Elf: advancing in the league
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Won again
Doing quite well. Yesterday I trashed a necromantic team 4-0. He's given me three SI though, So I have to do without 3 lineman next match. I have 130 in cash, so I am thinking to buy me a third catcher.
Eventually, I want to have 6 lineman, 4 catchers, 1 tree, 2 Wardancers and 2 throwers.
Eventually, I want to have 6 lineman, 4 catchers, 1 tree, 2 Wardancers and 2 throwers.
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Re: Won again
All WE players will have this rosterDylan Dog wrote:Doing quite well. Yesterday I trashed a necromantic team 4-0. He's given me three SI though, So I have to do without 3 lineman next match. I have 130 in cash, so I am thinking to buy me a third catcher.
Eventually, I want to have 6 lineman, 4 catchers, 1 tree, 2 Wardancers and 2 throwers.

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Re: Won again
Negative...kithor2002 wrote:All WE players will have this rosterDylan Dog wrote:
Eventually, I want to have 6 lineman, 4 catchers, 1 tree, 2 Wardancers and 2 throwers.
Real Wood elves don't use crutches called trees

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The game has its balance. Strong teams are usually slow teams and have AG 2-3. I would play against that kind of team like this:
Attacking:
2 turns.
1st turn: I drive my wardancers and my catchers deep into opponent's half field, and then my thrower picks up the ball (hopefully not too close of the center of the board), and go back just far enough that my opponent cannot blitz him, and spread the rest of the players protecting my wardancers and catchers.
1st opponent's turn: hopefully, the only thing he can do is blitz one of my attacking players and put some players in the tackle zone of my wardancers and catchers (I don't mind it, a catcher with 2 people in his tackle zone can catch with a 4+ and a reroll).
2nd turn: I try to blitz to one of the players beside one of my catchers with one of my wardancers, pushing him away, and hopefully reducing the negative modifier to catch. Then make the pass, then score.
Defending:
The defending scheme is to step back a square per turn, dodging out of his tackle zones, and slowing his touchdown. He will only blitz you one player each turn. He can only accelerate his scoring risking dice rolls, and that, for an AG2-3 team means turnovers. Only if you see it very clearly you should attack the ballcarrier. Here, the wardancers jump skill is simply the best.
Against an Agility team, I would try simply to score more touchdowns than him.
There are exceptions to the above. Lizzies teams, for example, may be strong, but are fast, too. Nurgles teams, on the other hand, are strong and slow, but Foul Appearance would suggest me to make as few passes as possible.
Attacking:
2 turns.
1st turn: I drive my wardancers and my catchers deep into opponent's half field, and then my thrower picks up the ball (hopefully not too close of the center of the board), and go back just far enough that my opponent cannot blitz him, and spread the rest of the players protecting my wardancers and catchers.
1st opponent's turn: hopefully, the only thing he can do is blitz one of my attacking players and put some players in the tackle zone of my wardancers and catchers (I don't mind it, a catcher with 2 people in his tackle zone can catch with a 4+ and a reroll).
2nd turn: I try to blitz to one of the players beside one of my catchers with one of my wardancers, pushing him away, and hopefully reducing the negative modifier to catch. Then make the pass, then score.
Defending:
The defending scheme is to step back a square per turn, dodging out of his tackle zones, and slowing his touchdown. He will only blitz you one player each turn. He can only accelerate his scoring risking dice rolls, and that, for an AG2-3 team means turnovers. Only if you see it very clearly you should attack the ballcarrier. Here, the wardancers jump skill is simply the best.
Against an Agility team, I would try simply to score more touchdowns than him.
There are exceptions to the above. Lizzies teams, for example, may be strong, but are fast, too. Nurgles teams, on the other hand, are strong and slow, but Foul Appearance would suggest me to make as few passes as possible.
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The game has its balance. Strong teams are usually slow teams and have AG 2-3. I would play against that kind of team like this:
Attacking:
2 turns.
1st turn: I drive my wardancers and my catchers deep into opponent's half field, and then my thrower picks up the ball (hopefully not too close of the center of the board), and go back just far enough that my opponent cannot blitz him, and spread the rest of the players protecting my wardancers and catchers.
1st opponent's turn: hopefully, the only thing he can do is blitz one of my attacking players and put some players in the tackle zone of my wardancers and catchers (I don't mind it, a catcher with 2 people in his tackle zone can catch with a 4+ and a reroll).
2nd turn: I try to blitz to one of the players beside one of my catchers with one of my wardancers, pushing him away, and hopefully reducing the negative modifier to catch. Then make the pass, then score.
Defending:
The defending scheme is to step back a square per turn, dodging out of his tackle zones, and slowing his touchdown. He will only blitz you one player each turn. He can only accelerate his scoring risking dice rolls, and that, for an AG2-3 team means turnovers. Only if you see it very clearly you should attack the ballcarrier. Here, the wardancers jump skill is simply the best.
Against an Agility team, I would try simply to score more touchdowns than him.
There are exceptions to the above. Lizzies teams, for example, may be strong, but are fast, too. Nurgles teams, on the other hand, are strong and slow, but Foul Appearance would suggest me to make as few passes as possible.
Attacking:
2 turns.
1st turn: I drive my wardancers and my catchers deep into opponent's half field, and then my thrower picks up the ball (hopefully not too close of the center of the board), and go back just far enough that my opponent cannot blitz him, and spread the rest of the players protecting my wardancers and catchers.
1st opponent's turn: hopefully, the only thing he can do is blitz one of my attacking players and put some players in the tackle zone of my wardancers and catchers (I don't mind it, a catcher with 2 people in his tackle zone can catch with a 4+ and a reroll).
2nd turn: I try to blitz to one of the players beside one of my catchers with one of my wardancers, pushing him away, and hopefully reducing the negative modifier to catch. Then make the pass, then score.
Defending:
The defending scheme is to step back a square per turn, dodging out of his tackle zones, and slowing his touchdown. He will only blitz you one player each turn. He can only accelerate his scoring risking dice rolls, and that, for an AG2-3 team means turnovers. Only if you see it very clearly you should attack the ballcarrier. Here, the wardancers jump skill is simply the best.
Against an Agility team, I would try simply to score more touchdowns than him.
There are exceptions to the above. Lizzies teams, for example, may be strong, but are fast, too. Nurgles teams, on the other hand, are strong and slow, but Foul Appearance would suggest me to make as few passes as possible.
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The game has its balance. Strong teams are usually slow teams and have AG 2-3. I would play against that kind of team like this:
Attacking:
2 turns.
1st turn: I drive my wardancers and my catchers deep into opponent's half field, and then my thrower picks up the ball (hopefully not too close of the center of the board), and go back just far enough that my opponent cannot blitz him, and spread the rest of the players protecting my wardancers and catchers.
1st opponent's turn: hopefully, the only thing he can do is blitz one of my attacking players and put some players in the tackle zone of my wardancers and catchers (I don't mind it, a catcher with 2 people in his tackle zone can catch with a 4+ and a reroll).
2nd turn: I try to blitz to one of the players beside one of my catchers with one of my wardancers, pushing him away, and hopefully reducing the negative modifier to catch. Then make the pass, then score.
Defending:
The defending scheme is to step back a square per turn, dodging out of his tackle zones, and slowing his touchdown. He will only blitz you one player each turn. He can only accelerate his scoring risking dice rolls, and that, for an AG2-3 team means turnovers. Only if you see it very clearly you should attack the ballcarrier. Here, the wardancers jump skill is simply the best.
Against an Agility team, I would try simply to score more touchdowns than him.
There are exceptions to the above. Lizzies teams, for example, may be strong, but are fast, too. Nurgles teams, on the other hand, are strong and slow, but Foul Appearance would suggest me to make as few passes as possible.
Attacking:
2 turns.
1st turn: I drive my wardancers and my catchers deep into opponent's half field, and then my thrower picks up the ball (hopefully not too close of the center of the board), and go back just far enough that my opponent cannot blitz him, and spread the rest of the players protecting my wardancers and catchers.
1st opponent's turn: hopefully, the only thing he can do is blitz one of my attacking players and put some players in the tackle zone of my wardancers and catchers (I don't mind it, a catcher with 2 people in his tackle zone can catch with a 4+ and a reroll).
2nd turn: I try to blitz to one of the players beside one of my catchers with one of my wardancers, pushing him away, and hopefully reducing the negative modifier to catch. Then make the pass, then score.
Defending:
The defending scheme is to step back a square per turn, dodging out of his tackle zones, and slowing his touchdown. He will only blitz you one player each turn. He can only accelerate his scoring risking dice rolls, and that, for an AG2-3 team means turnovers. Only if you see it very clearly you should attack the ballcarrier. Here, the wardancers jump skill is simply the best.
Against an Agility team, I would try simply to score more touchdowns than him.
There are exceptions to the above. Lizzies teams, for example, may be strong, but are fast, too. Nurgles teams, on the other hand, are strong and slow, but Foul Appearance would suggest me to make as few passes as possible.
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exploration of posting-possibilities? 
on defence, i try to get my wardancers int the opponet's half, exspecially with a lineman with kick, who places the ball very deep or in the widezone, then putting pressure on the enemy`s player trying to get the ball. if he should manage getting the ball and (bashy team) forms a cage you always have a threat behind his cage and another option to break it by leaping into it.

on defence, i try to get my wardancers int the opponet's half, exspecially with a lineman with kick, who places the ball very deep or in the widezone, then putting pressure on the enemy`s player trying to get the ball. if he should manage getting the ball and (bashy team) forms a cage you always have a threat behind his cage and another option to break it by leaping into it.
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Those who live by the sword will be gunned down by those who don't
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You're right. WD's are (IMHO) the most mobile players (well, you've got skinks, or stunty players, but they generally have AG3 and ST2). MA8 in combination with AG4 and ST3 and Leap makes almost unstoppable players (totally unstopable when they reach AG5). But I guess it depends on who are you playing against. The skills I like to put my WD's are (in this order): Shadowing, Sidestep and Strip Ball (after that, maybe dauntless, frenzy, guard). And like to blitz with him to opponent's thrower. If he hasn't sure hands, chances are the ball is dropped. Even if he has, chances are you are standing beside him, and will be standing beside him in your turn.on defence, i try to get my wardancers int the opponet's half, exspecially with a lineman with kick, who places the ball very deep or in the widezone, then putting pressure on the enemy`s player trying to get the ball. if he should manage getting the ball and (bashy team) forms a cage you always have a threat behind his cage and another option to break it by leaping into it.
But if I'm playing against a tough / fouly team, I prefer to wait the opponent patiently. WD's are too valuable players to lose them that way. Let it be HIM (the opponent) who tries to do something and risk dice rolls
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that's got a point, but i quite like having one wd behind an enemy's cage, because it's one more option, maybe the opponents tries to get him down, what requieres at least 2 strength 3 players, and if he fails, you just leap/dodge away from them behind his cage, you're far more mobile.But if I'm playing against a tough / fouly team, I prefer to wait the opponent patiently. WD's are too valuable players to lose them that way. Let it be HIM (the opponent) who tries to do something and risk dice rolls
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Those who live by the sword will be gunned down by those who don't
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The best roster? I guess it depends on the tournment length. If it's long enough, you better invest in FF, and then:
2xWardancer=240.000
9xLineman = 630.000
Subtotal = 870.000
Apothecary = 50.000
8xFF = 80.000
TOTAL = 1.000.000
But if it's short, the best is the best. And that is specialists:
2xWardancer = 240.000
1xThrower = 90.000
2xCatcher = 180.000
6xLineman = 420.000
Subtotal = 930.000
Apothecary = 50.000
2xFF = 20.000
TOTAL = 1.000.000
2xWardancer=240.000
9xLineman = 630.000
Subtotal = 870.000
Apothecary = 50.000
8xFF = 80.000
TOTAL = 1.000.000
But if it's short, the best is the best. And that is specialists:
2xWardancer = 240.000
1xThrower = 90.000
2xCatcher = 180.000
6xLineman = 420.000
Subtotal = 930.000
Apothecary = 50.000
2xFF = 20.000
TOTAL = 1.000.000
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And what about the RRTio Luiso wrote:The best roster? I guess it depends on the tournment length. If it's long enough, you better invest in FF, and then:
2xWardancer=240.000
9xLineman = 630.000
Subtotal = 870.000
Apothecary = 50.000
8xFF = 80.000
TOTAL = 1.000.000
But if it's short, the best is the best. And that is specialists:
2xWardancer = 240.000
1xThrower = 90.000
2xCatcher = 180.000
6xLineman = 420.000
Subtotal = 930.000
Apothecary = 50.000
2xFF = 20.000
TOTAL = 1.000.000

For a short tournament I would take:
1 Wardancer
3 Catcher
7 Lineman
2 RR
2 FF
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