mattgslater wrote:
Want to beat Wood Elves? No good advice. Get lucky. Play well. Control the ball, keep the game going slowly, hope your opponent rolls at least his fair share of 1s or makes some kind of mistake, or that you take out both WDs and a couple other guys.
Having reliable beaten wood elves time and again (>70% of the time) with a side, that spams the mentioned BLOCK skill, norse (which I now believe to be the ultimate wood-elf hunting side). I have to disagree.
Your favourite inducement is a bribe, which you use on a foul ejection, if your fouler has DP. You always attack first, to whittle down his players before his own offence (you won't ever stop a 11vs11 wood elf score reliably). Your #1 weapon of choice is a killer-blitzer with MB&piling on for the armor & injury roll & block, tackle, frenzy, juggernaut for the block roll for about 58% of knockdowns causing KO++ and about 90% or more of your blocks causing knockdowns. Your #2 weapon of choice is a dirty player and a lot of friendly assists, which can get up to 55% chance of removing a pointy eared foe (and a 30.5% chance of removing your DP).
Your offence, you attack with a surehands ballcarrier (cancels strip ball) cage cornered with guards (he'll need S4 to get 1 die on you) (boring, but necessary due to leap). If he has S4, you will need 4 guards or a S4 sure hands ballcarrier, which is a whee bit lame..
Code: Select all
Thrower=TT, Guard=GG, Liner=LL
Either in the middle:
GG -- LL
-- TT --
LL -- GG
or at the sideline, if no frenzy or two closeby leaps:
LL -- |
-- -- |
GG TT |
-- -- |
LL -- |
You block the LOS peons (pref with mighty blow&piling on). Then you blitz a target, who does not have fend with your killer (Norse berserker with MB&PO&Tackle is perfect for this) 58% chance of knockout++, if you manage to knock down (use a reroll, if you don't). You fell the tree from the LOS (any S5 big guy +2 assists works, but the snowtroll is the best (frenzy+claws). With your assists, be sure to start next to the tree, so that you can leave after the tree has fallen, so if he manages the 4+ to stand up you won't have to dodge on the next turn. If the tree takes root, then you dodge away, even with a troll.
Grind the elves for 8 turns. If you get a stun, and not a knockout, then wait one turn, surround the player and gangfoul him (with your cage, preferably). If you by this way manage to get a 3 or more player advantage, your subsequent blitzes (with piling on) need to reroll the injury roll even, if you roll a knockout (you want CAS for your next half, not KO, hence stuns are almost as good as KOs now). You must also tie down ALL his players that are in range, since you are men ahead. If you have a player advantage, you keep on fouling until you run out of DPs, and if it's the 2nd half then you just keep fouling regardless.
In T8 after 1-0 score, set up so that the 1turner is as unreliable as possible, force a long pass with a deep kick & defend your endzone with 2 TZ dodges.
Defence can be hard if you don't have a killer-side and he's not outnumbered, but normally he will be (you can easily develop a killerteam that has multiples of DP and MB&PO&BLOCK&TACKLE, and STILL get inducements vs the very very expensive wood elf team). Tie down all his players, every turn. Force all of them to dodge (against tackle, preferably), or take 2die against blocks. Whittle down his players, AV7 is so frail, you will have no problems. IF you can get a player in range of his ballcarrier, try to get the blitz with rerolls (frenzy) and wrestle/tackle (he WILL have blodge). Ulfwerener is perfect for this. He may score, but being undermanned you will be able to force him to score quick (or not score at all), and run a 2-1 win with the remaining 5-7 turns of offence.
The same works reliably enough with orcs, undead, dwarves, chaos dwarves and any side with access to 2-6 starting roster blocks & S skills.
Last game vs woodies I did manage an impressive 11-0 CAS record (2 from fouls, 11 CAS being the new local club record), breaking all but one knocked out lineman and his 2nd wardancer, who did manage to score a goal 4vs11 on his own offence. Sadly only 3 permanent injuries, 1 of which was healed ( a kill on his oneturner ).
Digger Goreman wrote:
The real bottom line on elves, gutter runners, any AG4+ player, is the un-challenged agility roll. While a 2d6, unskilled block could go wrong one-third of the time, a simple roll of 2-6 (1 in 6 failure, 1 in 36 with dodge/reroll) to slip away and freely roam detracts from BB being a game.
You mean a 2d6 block could go wrong
one-ninth of the time (1/3*1/3 or 1/9 failure, 1/6*1/6 or 1/36 with block, (1/3*1/3)^2, or 1/81 with a reroll and (1/6*1/6)^2 or
1/1296 with block and a reroll).
1/1296 chance of the action backfiring, when a killer starts killing, that's what makes me sick.