Very young Wood Elf team

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sean newboy
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Post by sean newboy »

Actually Ddraig jumpup is being considered for the bbrc to look into. They mite make it officially work with pass block, and mite make it the way u thot it was. As a trait its not too hot rite now, but maybe with these changes it will be back to what it was.

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Post by wesleytj »

Ddraig Coch wrote:Thanks Ian for your response. I agree with buying the War Dancer and the Thrower next. After that I'll fill out my complement of Catchers. I also agree about the Treemen being a waste of money - however, freebooting Deeproot for 'special occasions' hasn't been ruled out.
Now see I would say that a rookie tree can be very benificial. Disregard his movement...it's irrelevant. The idea is that it's one less elf you have to put on the line, and it makes the other elves around him better. And this is the weakest (most tree-friendly) version of Take Root ever. You can always count on him by halftime, which is when you may have lost a few elves already and could really use the help anyway.

That's just my take on it.

Ddraig Coch wrote:As a double on a War Dancer, I was thinking about Dauntless rather than Jump Up. I'm not a big fan of Jump Up (Especially as it is now a Trait)
Me too...dauntless is definitely the preferred double roll for WD's, and in fact I'd even take MightyBlow before JumpUp.
Ddraig Coch wrote:Definitely going to get Block for my Catchers, but I might get them Leap first.
I suck at dice so bad that I don't trust leap on AG4 players unless I have to, so I use it on the guys that already have it but not everyone else unless they get AG5 or more. But YMMV. I'd go with Block and Sidestep myself...Catchers get hit a lot, and at only ST2 they could use all the protection you can give em. They're already fast and agile enough really (tho I certainly wouldn't turn down the MA +)
Ddraig Coch wrote:My thoughts for my AG+ line elf started out the same as yours as a Pass Blocker, but that would only really be effective against one of the teams in my league. I think Block Leap & Strip Ball would turn him into an awesome 'Cage' wrecker. Especially as the 'Cage' is a well known and well used team strategy in our league.
Sun Tzu say wise man knows his enemy and devises strategy against their weakness. :P

With regards to the Chaos & Chaos Dwarf teams, neither of them play the passing game as a primary strategy. I think they only Pass in emergencies.
Ddraig Coch wrote:For the rest of my line elves, I'm thinking along the lines of Block, Dodge, Side Step. That makes them bloody annoying.
Totally...guard on doubles too...maybe a leader if you feel RR deficient and are too busy buying players to worry about RR's.

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Post by Ddraig Coch »

Yep, I saw he had Piling On. Will he be your character blitzing ever turn now then ? Because that is the only way he will be piling on my characters :lol: And if that is so, you won't be blitzing with your Minotaur !

Either way I'm not overy worried. With AV7 anyway, most hits get through the armour, with or without piling on

:D Dave :D

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Post by Nermal »

i have had problems getting through your armour at the mo.

funny that i have been better at smashing the chaos for some reason. but have you seen that piling on has become better this season since it is now optional and that the IGMEOY means less fouling is beneficial.

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Post by Ddraig Coch »

We've only played one game with our current teams, and I had a fair amount of 'stunned' results in that game, as well as three casualties inflicted on me !

Personally, I think you were spoilt when you scored 6 Cas against the Chaos team. I think you may have been setting your sights too high after that whitewash.

On a different topic, I've had a response back from the club in Pontypridd. It looks promising at the moment, but they are looking for a new hall to hold their club. They've got a guaranteed six coaches (not including me) and others that are interested in playing.

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Catching up on this thread....

Post by Ddraig Coch »

Sean Newboy said
Actually Ddraig jumpup is being considered for the bbrc to look into. They mite make it officially work with pass block, and mite make it the way u thot it was. As a trait its not too hot rite now, but maybe with these changes it will be back to what it was.
Well, thank goodness for that. Jump Up is a skill I probably would not choose on a double, on a Wood Elf Catcher, I would probably choose Nerves of Steel or Dauntless first.

:o Dave :o

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Post by Ddraig Coch »

Wesleytj said
Now see I would say that a rookie tree can be very benificial. Disregard his movement...it's irrelevant. The idea is that it's one less elf you have to put on the line, and it makes the other elves around him better. And this is the weakest (most tree-friendly) version of Take Root ever. You can always count on him by halftime, which is when you may have lost a few elves already and could really use the help anyway.
Thats an interesting view point. I like the idea of a player who can punch holes in the opposition's line of scrimmage, however, I think they take up a lot of TR for a player that may only appear in the second half :o

And again
Me too...dauntless is definitely the preferred double roll for WD's, and in fact I'd even take MightyBlow before JumpUp.
Absolutely, I'm glad someone agrees with me.

And again..
Sun Tzu say wise man knows his enemy and devises strategy against their weakness
That made me laugh out loud. Is that a real quote, or are you misquoting the great Sun Tzu. (If he didn't say it, he should have :lol: )

Lastly..
Totally...guard on doubles too...maybe a leader if you feel RR deficient and are too busy buying players to worry about RR's
Sing it Brother. I agree with you completely. Guard has to be THE choice of double for line elves. Also, I am building a Kick, Leader, Block line elf, which I will retire when I have enough team re-rolls, and then build up a Blodge, Side Step player.

:D Dave :D [/b]

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Post by wesleytj »

Ddraig Coch wrote:Thats an interesting view point. I like the idea of a player who can punch holes in the opposition's line of scrimmage, however, I think they take up a lot of TR for a player that may only appear in the second half :o
Well he may only show up at the half, he may not. The cool thing is you roll for him before the game starts right? so if he doesn't show up, then recieve if you win the kick, and you can dodge your guys off the line anyway. If he does show up you can think about kicking off...it's always easier to play defense when you have all your guys around, ESPECIALLY when one of them is a tree. :)
That made me laugh out loud. Is that a real quote, or are you misquoting the great Sun Tzu. (If he didn't say it, he should have :lol: )
I've read Art of War but it's been a while so I don't know any actual lines. It is very similar to his line of thinking tho. He's very much into the value of good intelligence and knowing your enemy. So no it's not an actual quote, but it is close. It was mostly for a laugh, which apparently it worked :)
Sing it Brother. I agree with you completely. Guard has to be THE choice of double for line elves. Also, I am building a Kick, Leader, Block line elf, which I will retire when I have enough team re-rolls, and then build up a Blodge, Side Step player.
Yeah, if I ever get my way (don't hold your breath) we'll get the old diving tackle back as an agility trait, and THEN you'd have to think about one or the other. In the meantime, it's really a no-brainer.

Side note: I wouldn't put leader and kick on the same guy. Makes them too much of a target, and makes it tough for them to have the skills to defend themselves (blk/dge/etc). Bad combo...

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Post by Kri »

Nerves of Steel on catchers are valuable. It makes it easier to score.

Doubles on lineelfs is Guard, which should be combined with Leap and/or Side Step.

Throwers = Strong Arm

Wardancers I´m not so sure, perhaps Guard or Frenzy.

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Post by Ddraig Coch »

Hi Kri, thanks for the advice. For doubles on my Wardancers, I was thinking about Dauntless. As nearly every team in the league I play in has strong players, (Saurus, Kroxigor, Bull Centaurs, Chaos Warriors), I think Dauntless is a must for the WDs.

Any double I roll on a line elf, will be without doubt, Guard. That combo with leap is good.

Nerves of Steel is an absolute must for my catchers. I might also combo that with leap so that they can get out of awful dodge situations (being surrounded by Chaos Dwarves does not appeal to my Catchers)

:D Dave :D

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Post by DoubleSkulls »

Definately dauntless of a War Dancer on a double. You need something to stop strong teams and if one of them gets hold of the ball.

If you use your War Dancers to leap into the cage Frenzy is of dubious value. Most of the time you'll be making 1 die block, a pushback result means you have to make the 2nd block - leaving you open to a 1/2 die block. That would be a real pity if you've just managed to pop the ball loose with Strip Ball and end up getting a skull.

Ian

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Post by Ddraig Coch »

Agreed about the Frenzy. The only time I would reconsider that is if I'm a really lucky boy and manage to get a STR+ on my Wardancer.

Woohoo !

I'd be on TBB bragging about him seconds after the match had finished

:D Dave :D

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Post by Godder »

I've been playing in a league recently, and I took Wood Elves. I started with:
9 x LineElves
1 x Thrower
1 x Wardancer
2 x RR
6 x FF (now 8)

Not exactly recommended, but Providence was kind to me. First game was against humans, w/Ogre, and my Elves suffered from no lasting effects. I won 4-0, which included an intercept by the thrower (which led directly to a TD). The TD's were scored by the WD and one of the LineElves (2 each), with the MVP supplying a third skill. The WD rolled a double and took Mighty Blow, one of the LineElves got +ST (and became a very useful blitzer) and the third skill was Dodge. A few games later, Dodge had been handed around to most of my team, which has allowed some nice offense and defense possibilities, without (normally) having to worry about wasting TRR on falling over.

I've also bought an Apothecary (of course!), another Wardancer (who now has Strip Ball) and a Catcher (who just got NoS). One of my other LineElves just got +ST, my original WD picked up his second skill (Strip Ball), one of my LineElves has Block, my Thrower has Accurate, and things are generally moving along swimmingly. As yet, nobody has suffered more than a game-ending injury, so I've been extremely fortunate...

I currently have a team where everyone has at least one skill (mainly Dodge), apart from one unfortunate LineElf. Said LineElf will be sitting on the bench for the rest of his career, until such time as I sack him to make way for another Catcher :).

Anyways, the League I play in has Dwarves, Orcs, Humans, Amazons, Chaos, Undead, High Elves and Skaven - basically everyone. Block/Dodge is obvious, but what sort of third skills am I looking at here? I haven't played much in the way of bashing teams, although my ST4 LineElf knocked out an Ogre... :) Somewhere in there, I'll be playing against Bashers, so what is recommended?

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Post by Korhil »

Hey Godder,

Firstly, that "6 FF (now 8)" i take it was meant to me 6 FF (now 8 )... getting caught out by the smiley :P

Reguarding Line Elf skills...
Give at least 3 Block/Dodge/SideStep these 3 guys will be your front line, it would be best to have 4 guys like tho so you have front line come your second and subsequent drives.
Until your catchers get up to speed on skills, making 1, (mabey 2) Line Elves Passing game defense players with skills like Dodge, Pass Block, Shaddowing. They just sit on the other teams thrower or deep receivers. Its along way off, but the 4th skill would prolly be Sidestep.
And you will need some Tackle... so Block, Dodge, Tackle.
- or if you started with Block then get Block, Tackle, Diving Tackle and place them on the back row of your 3-4-4 setup.
Your ST 4 players... Get Block/Tackle as their next skills.

Catchers, three should be built for defense, one for offense. The Offensive one is whichever rolls +MA first... then give him Sprint/Sure Feet and you have a 1 turn scorer. The other 3, at least 2 should be for breaking up a passing game, and the other guy an allrounder.
The passing game guys would need Pass Block/Shadowing/SideStep.
The other allrounder stuff like NOS, Block, Side Step, Sure Hands, Leap, Pro, Dauntless --- Its a 3rd Wardancer type incase of accidents.

With Wood Elves Defense is key, scoring is the easy part thats why you build a defensive team. Also, you can expect casualties and KO's which is why you generally need 2 'copies' of each position to keep one arround.

---Korhil

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Post by Holy G »

I have wood elf team....rating 287 away. and have found that the lineman have developed slower ..and been given the standard block and dodge, Their job is just to get in the way and lend assist to wardancers!!, Wardancers I gave jump-up and dauntless..so I can crack the big boys, and the catchers...i gave extra movement(when possible)...block...jump up, throwers I gave accurate, strong arm.....we recently switched to MBBL rules for Teams, Allies and Skills so I was going to give them PUSH for defensive reasons....but we started all teams from scratch again...gutted !!

It depends really how you are comfortable with playing those stronger teams !!

Anyway I'm still lernin !!

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