Agreed, but I think this is an excellent discussion for the WE coaches out there!plasmoid wrote:Hi Warhammer,
I think we should just agree to disagree.

This depends on the situation. Typically, in the first few games with a new team, you will have enough players that not all of the linemen will be in tackle zones. I am normally in a position to move one player in for an assist, where another player can throw a block that frees another lineelf to move in to position for another assist. Plus, after my second game, at least two lineelves have block or dodge, so I have some more flexibility. Those with block can throw a 1 die block with a 1/6 chance of failure (the same odds as dodging out), once you start thinking like this (hard for an elvish coach I know!plasmoid wrote:>Yeah, but that is why you do it at the end of your turn. A lineelf getting
>hurt is not as severe as a catcher getting hurt.
Yep, at the end of turn.
But the lineelfs will still have 1/6 to fall over, and catchers 1/36 - assuming you don't have rerolls to throw around.
And anyone that didn't get to move will be bashed.
Not to mention that it is an advantage that you don't have to wait until the end of turn to move those catchers. You can actually use them for tactical stuff like providing assists.

Also, once I get my 2nd WD, typically after the 2nd game, I get either a catcher or a tree. So after game 3, we are pretty much on the same page.
I can certainly understand this.plasmoid wrote:>Yeah, but you're still making the dodge roll. Additionally, if you are
>playing against dwarves, you are in for worse luck because of their
>tackle skill.
Yes - and at 35/36 success rate, I'll take the dodge.
Dwarves are dangerous for catchers.
If your league has a high % of dwarf teams, then the catcher route is admittedly very risky.
Yeah, I never use my re-rolls on a dodge at the end of the turn. Now a dodge during the turn, I will use the re-roll. However, those are normally in a defensive situation where everything else has failed (WD stunned on ground, they punched a hole in my D and only one lineelf can get back, etc.). Because of that, my re-rolls are available for use with catching the ball, handoffs, etc.plasmoid wrote:>So you don't want to use the re-rolls on the dodges at 2+, but for catching at 2+ it is ok?
If I have a reroll available, I can try to give it to a lineman.
If not, my catcher can score. Excellent options.
But if you 'dodge away' 3 linemen every turn, then I don't think you'll have the rerolls to keep using them for that.
If it is early in my drive and my opponent has a low chance of getting the ball, I will throw a pass to get the SPP for my lineelf, but, if I am about to score (unless I have a lead), I always go for the handoff because have fewer rolls to make.
Good choices for their first skill, I typically go for block first (keeps them up and alive!) and just keep them away from the sideline until I can get sidestep.plasmoid wrote:Maybe we just have different experience with linemen and catchers.
I like my catchers to get 1st skill, for block or sidestep.
And I don't find that my linemen will always pop up in good positions and roll well.
I think we actually value the players similarly, but we put different emphasis on when to get the players. You like to get the catchers early to get skills on them and make your team more competitive. I prefer to get the catchers later so I can develop my lineelves for a few games to give them block or dodge, and then get my catcher.
Once I am able to buy my catcher, my lineelves have been able to get 1-2 skills and I should have at least one blodger for the LOS. When I advance my lineelves, I typically give some block, some dodge, and then one or two strip ball or diving tackle or something along those lines, guard goes on any doubles. When the opposing team is tackle heavy, the blockers go on the line, otherwise the dodge elves go on the line.
Why that way? Block is a bigger offensive skill, dodge is the better defensive skill. On the LOS, if your opponent rolls both down, if he does not have block, he will re-roll the result, regardless of whether you go down as well. However, if he does have block, and you have block, nothing changes. If he has block and you don't you go down. So in 2/3 cases, you are safe.
Now, let's figure this out with dodge. Again, assuming a both down result comes up, if he does not have block, he is going to re-roll the result. If he has block you are going down. But this is compensated by the fact that !-pow is only a push back for you now. So you will probably go down on the pitch less with dodge players on the front line (obviously blodge players are even better!).
On the offensive side of the ball, the dodge players allow you to dodge out of tackle zones easier, which I do at the end of my turn anyway. It's nice, but not a necessity here. But block can be used to make any one die block a lot more safe. Now, you only have a 1/6 chance of failing on a single die block, and you have a 1/2 chance of forcing the other player down if he does not have block or dodge (both down, !-pow, pow).
Also, to whoever mentioned putting catchers on the LOS, don't forget that there is a 11/36 chance of a ST3 player putting that catcher down on the turf (remember he is getting 2 dice!). Whereas that unskilled lineelf is looking a a 1/3 chance of being put down on the turf. This is assuming that a both down result is ignored.
I agree with this 100%! See Martin, we can agree!plasmoid wrote:Cheers
Martin
Ah well. Either way, the wood elf team is a good team. Chances are they'll do fine
