ye olde witche elfe
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The thing with the wrestle guy is that first I wanted him to be the "big hunter" taking down black orcs, chaos warriors etc so I could get better block dices with the rest (before I hade much guard). But when I rolled a double and picked side step that blocker is my best defence player, helping the rest to be on the right place. Very few really take the Both Down (I still have Block if I want to stay up) becuse the fear in loosing the few players that maybe have guard. I think Fend will be the next skill, making him even nastier letting the opponent stay like a dog, making some free movement.
I think that when alot of players learn more effective ways of wretle it will Rule the block skill, well.... not for the ball carrier thou.
I'm thinking of starting an amazon team taking Fend and Wrestle on all Linewomen. That will be a nice!
I think that when alot of players learn more effective ways of wretle it will Rule the block skill, well.... not for the ball carrier thou.
I'm thinking of starting an amazon team taking Fend and Wrestle on all Linewomen. That will be a nice!
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- datalorex
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- wesleytj
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Block on a witch elf for their first skill is, admittedly, boring and cliched. But there's a reason it's boring and cliched. Everybody takes it because it's the only correct answer (barring doubles or upgrades, at which time you get it on the next skill)
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You are right.datalorex wrote:Tackle and Dauntless don't really work well together because not many ST4 or higher guys have Dodge. Of course, it does make them more versatile though.Rituro wrote:Banelord's list gives me chills. Block-Sidestep-Dauntless-Tackle? Scary. Load a witch up with that and let the bodies fly.
Block-SideStep. Then other skills depending on your role for her and the teams in your league. Lots of dodge? Then tackle. Lots of high ST? Then Dauntless. Strip Ball can be good, especially if you have Juggernaut as well. I tend to not give tackle and strip-ball to the same player, as they overlap to some extent.
And before somebody else points it out, yes Juggernaut and Block overlap to some extent, but in this case I think it's worth it.

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Cramy
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to all that think witch elves are not worth it, you are not using them right!
http://www.arosbb.dk/default.asp?p=pl&pid=2728
I rest my case.
http://www.arosbb.dk/default.asp?p=pl&pid=2728
I rest my case.
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With two doubles & a MA increase I'm not surprised how well she's doing...Tarp wrote:to all that think witch elves are not worth it, you are not using them right!
http://www.arosbb.dk/default.asp?p=pl&pid=2728
I rest my case.
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That Witch Elf is a bit extreme. But even with normal skills a Witch Elf becomes a menace very quickly. Tarp's comment is still valid. If you think that Witch Elves are not worth it, you are not using them right.PubBowler wrote:With two doubles & a MA increase I'm not surprised how well she's doing...Tarp wrote:to all that think witch elves are not worth it, you are not using them right!
http://www.arosbb.dk/default.asp?p=pl&pid=2728
I rest my case.

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Cramy
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- datalorex
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All that shows is you get good skill rolls. lol.Tarp wrote:to all that think witch elves are not worth it, you are not using them right!
http://www.arosbb.dk/default.asp?p=pl&pid=2728
I rest my case.
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- datalorex
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It takes 3 normal skill roll (31 SPP's!!!) to be a blodging side stepper.stormmaster1 wrote:2 normal skill rolls and you have a blodging side stepping jump up frenzy player. What more do you need to be considered a good player? Added to that the potential with Stat increases and strength skills on doubles.
I will admit that side step on a frenzy player is nice as you don't get pushed out after you do some pushing on your own.
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2 rolls. She already has dodge. Getting to 6SPPs and getting Block is easy. Getting to 16 once you have block ain't that hard either.datalorex wrote:It takes 3 normal skill roll (31 SPP's!!!) to be a blodging side stepper.stormmaster1 wrote:2 normal skill rolls and you have a blodging side stepping jump up frenzy player. What more do you need to be considered a good player? Added to that the potential with Stat increases and strength skills on doubles.
I will admit that side step on a frenzy player is nice as you don't get pushed out after you do some pushing on your own.
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A PE Blitzer with two rolls can be the same thing, trading Jump Up for +AV. (Got one!
) A Wardancer with two rolls can be the same, trading Jump Up for +MA and Leap. Three Elf teams have players with two parts of that combo.

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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.
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.
- datalorex
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I stand corrected! I didn't realize she had dodge. She's not so bad afterall!Cramy wrote:2 rolls. She already has dodge. Getting to 6SPPs and getting Block is easy. Getting to 16 once you have block ain't that hard either.datalorex wrote:It takes 3 normal skill roll (31 SPP's!!!) to be a blodging side stepper.stormmaster1 wrote:2 normal skill rolls and you have a blodging side stepping jump up frenzy player. What more do you need to be considered a good player? Added to that the potential with Stat increases and strength skills on doubles.
I will admit that side step on a frenzy player is nice as you don't get pushed out after you do some pushing on your own.
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- Gorbad
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Just to resurrect an old discussion...Banelord wrote:IMO block and than sidestep is a no-brainer.
But I can't understand strip ball.
I would personally no take Strip Ball over some of the other options on a Witch Elf, but there is something to be said for Strip Ball on a Frenzy player.
When you strip the ball on the first block, you can then push the player formerly holding it further from the ball, thereby removing a tacklezone on it.
Could be worth it, but I can think of better ways for spending my SPP's

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