Brand New Woodelves, need some ideas.

Want to know how to beat your opponents, then get advice, or give advice here.

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Flyin' Fling
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Post by Flyin' Fling »

Mirascael wrote: With regard to the Catchers:
1st Skill: Block
2nd Skill: Side Step
---> ASAP
Traits: Dauntless or NoS, depending on league/team.
personally, I go for pass block as the second skill. sidestep third,dauntless on doubles.

get a kicker, kick deep, dodge the catchers through, harass thrower.

I find it a very rewarding and fun way of playing.
As to not getting any catcher... to each their own, But I started my last two woodelf teams with 4 catchers, 7 elves, 9 FF, 1 RR, 10k left.

Works for me, though I'd never advice this to anyone who wants to win a lot. the lack of RR really hurts.
For some reason I have yet to loose badly with this start, but I suppose some of my opponents' skills and my outrageous luck at times have something to do with that.

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Mirascael
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Post by Mirascael »

Al the Trowel wrote:Wardancer's jobs are turnover creation, ball retrieval and generally being a pain in the ass. You want to feed TDs to line elves when possible, as well as passes so that your Lelfs develop with SPPs.

Wardancers start as great players and remain pretty good, even as rookies, for the early life of the team. So this is when you want to develop the line elves.

However for Wardancer skill progression, in slot 1 Strip Ball, Pro, Tackle is a good start. This is an offensive WD used for jumping into cages a knocking the ball loose.

In slot 2 again Pro, but you can think about other more esoteric strategies Shadowing and Pass Block could be a nasty WD combo. Though Guard (on a double) and sidestep would make for an assist that you could put almost anywhere.
I don't know, but I don't like Pro on a Wardancer that much.
Personally, in a new team, I go Strip Ball, Tackle, Side Step, Shadowing, Pass Block. I might consider Pro over Pass Block next time though.
In a developed team I take Side Step first now, then Tackle, Shadowing (Strip Ball 3rd if the replaced WD had it).
As a trait I will from now on chose Jump Up everytime, 2nd depends on league (many Chaos/Chaos Dwarf-Teams--->Dauntless). Guard isn't that bad on a WD, once I even took NoS on an AG 5 WD since I thought that would work on pick-ups as well. Wouldn't do that again, but it wasn't that bad. Hmmm..., maybe I would do that again (and don't ask me what that had to do with AG 5, perhaps I thought of passing the ball out of the mess), but I think only as a second trait, after Jump Up. I think Jump Up 1st, 2nd Guard or Dauntless.

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Fronko
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Post by Fronko »

Wow, now that is something revolutionary. Might work quite good on offense, dodge probably being all you need to penetrate their line. But how do you stop your oppo on defense? Besides the fact that you are sporting 4 ST2 guys, you have noone to get the ball free...

This really looks like it is built for very-long-term. You'll hardly win at all in the first season, will you?

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Flyin' Fling
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Post by Flyin' Fling »

Not winning? heh.
I'm at 14/3/2 with the first batch and 12/2/0 with the second. W/D/L.

Sounds fantastic, but now I have to put in the disclaimers.
This is, again, Fumbbl. and this roster works best against "not so agile teams without much ball handling skills/speed". So prefered opponents are Chaos, Orcs, necromantic... and I've played almost exclusively against those. I'm doing this to have fun, after all. and nicking the ball from under their noses is fun

Rosters and history at:
http://fumbbl.com/FUMBBL.php?page=team& ... am_id=7374

http://fumbbl.com/FUMBBL.php?page=team& ... am_id=8341

And you stop opponents on defence by being lucky, and by taking calculated risks. After the first game, I've had both a kicker and a catcher with block. getting assists is never too much of a problem with 9 ma and dodge... and a one die block with block vs an opponent without are good odds.
Once a cage gets rolling, there is idd little you can do to stop it, but it's often possible to prevent it from forming at all. It's amazing how many people leave a little hole for a fast player to exploit in the first turns.

In both cases, I've bought a or two RR before my 9th or 10th player. Again, insanely risky, but it pays off.

But it is, I agree, a personal way of playing and probably not completely honest :P

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Al the Trowel
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Post by Al the Trowel »

Mirascael wrote:
Al the Trowel wrote:Wardancer's jobs are turnover creation, ball retrieval and generally being a pain in the ass. You want to feed TDs to line elves when possible, as well as passes so that your Lelfs develop with SPPs.

Wardancers start as great players and remain pretty good, even as rookies, for the early life of the team. So this is when you want to develop the line elves.

However for Wardancer skill progression, in slot 1 Strip Ball, Pro, Tackle is a good start. This is an offensive WD used for jumping into cages a knocking the ball loose.

In slot 2 again Pro, but you can think about other more esoteric strategies Shadowing and Pass Block could be a nasty WD combo. Though Guard (on a double) and sidestep would make for an assist that you could put almost anywhere.
I don't know, but I don't like Pro on a Wardancer that much.
Personally, in a new team, I go Strip Ball, Tackle, Side Step, Shadowing, Pass Block. I might consider Pro over Pass Block next time though.
In a developed team I take Side Step first now, then Tackle, Shadowing (Strip Ball 3rd if the replaced WD had it).
As a trait I will from now on chose Jump Up everytime, 2nd depends on league (many Chaos/Chaos Dwarf-Teams--->Dauntless). Guard isn't that bad on a WD, once I even took NoS on an AG 5 WD since I thought that would work on pick-ups as well. Wouldn't do that again, but it wasn't that bad. Hmmm..., maybe I would do that again (and don't ask me what that had to do with AG 5, perhaps I thought of passing the ball out of the mess), but I think only as a second trait, after Jump Up. I think Jump Up 1st, 2nd Guard or Dauntless.
The idea for Pro is to to give the Wardancers a bit of reroll ability on Leaps. Since the team tends to start with only 2 sometimes 3 rerolls you don't always want to use them or even have them available for use on Leaping into cages etc.

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