MA9 Wardancer

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stashman
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Post by stashman »

The treeman has played 31 matches with 18 cas and 4 mvp and the team has played 40 games. Alot of players have been retired or dead from the team. I think I have hade around 6 wardancers or more on the roster.

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Post by PubBowler »

tenwit wrote: Frenzy is a nice-to-have, it's never essential.
It may not be an essential choice fo any one player.
But it is essentuial for a team.

And Wardancers are the best players to have it on Wood Elf teams.
tenwit wrote:
Giving the wardancer Frenzy adds some risk (more chance for skulls), and wardancers should rarely (imo, never) be developed as killing machines: knocking-down machines, sure (so Tackle is nice), but not crowd-pushers.
Frenzy is nearly as good as Tackle against Dodgers.
And better against everyone else.

The increased risk is about as a small as you can get (an extra 1/36).
tenwit wrote:
There are all sorts of skills that the wardancer could get (Strip Ball, Side Step, Sprint, Tackle, Jump Up, Sure Feet, Wrestle, Fend, Diving Tackle, Shadowing.. even Pass Block!) that would take more advantage of his existing skills, without exposing him to extra risks.
Frenzy is a better choice (IMO obviously) than the skills I've highlighted above.

I could convince all the Wood Elf tournie players to stop taking Frenzy I'd be a happy man...

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Post by Aliboon »

Mmm, I'm not convinced by frenzy on wardancers, I think a lot depends on which teams you play mostly against.

Yeah I can see it being great against other elves/agility teams, but if you play a lot of bash, then that 2nd block can be asking for trouble-wardancer leaps into a cage, burns a reroll on the leap, gets say a push, then has to go again for a 2d against, skulls out, gang fouled....or has to go for the 2d against as there is guard in the cage, that means he will only have one reroll for two forced blocks to avoid the skull. No thank you.

Personally I prefer both wardancers to get strip ball. They'll both be targets and one will often get KO'd or CASed out so you need the back up.

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Post by PubBowler »

To push the point one last time the WD with Frenzy is not for cage breaking.

It's for:

Narrowing the pitch the opponent can safely stand (and thus put TZs) in.

It's to punish sloppy positioning.

It's to keep the numbers game on the pleasant side of ugly.

Take Down Blodgers.

Hep with OTS.

All other cool chain push ideas.

Right, I'm done. No more helping Wood Elves.
At least not on this thread...

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Post by Andromidius »

Main use of Frenzy in my experience is for crowd surfing. And thus the threat of crowd surfing, and your opponant doesn't cover the widezones properly.

I used that to great effect with my Norse once, and managed to build a cage behind the enemy formation on the kickoff. Unfortunately Fredrick 'Cross Eyes' Ström then lived up to his name and completely messed up even picking up the ball, let alone making the quick pass to my waiting Runner to jump inside the cage and score the next turn. Yet again.

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Aliboon
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Post by Aliboon »

To push the point one last time the WD with Frenzy is not for cage breaking.
Fair enough, but if the other wardancer is off the pitch, then you might have to use him for cage breaking. And against higher ST teams with guard, to get the necessary assists it would be necessary to leave more players in the TZs of the opo, which I don't like doing.

If it works for you then great, but most of your suggestions apply more to agility teams than bash imo, which was the point of my original post.

Personally i've been lucky in getting a ST4 lino for my woody teams to turn into a frenzy player and they've been great, i've now got another lino who's just skilled up and seeing as I already have 2 wrodgers for the line, i'm tempted to give hime frenzy, although maybe block would be better 1st.

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Post by mattgslater »

I would always prioritize Side Step over Frenzy on a WD (expensive AV7 Blodgers need SS as a bacon-saver), and I would always try to get one WD and one other player with Frenzy. With an MA9 WD, I'd be so eager to get him Shadowing and Tackle that Frenzy would have to fall by the wayside.

3 Side-Steppers is huge huge huge.

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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.
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Post by stashman »

When it comes to Dodge, its very good in the begining but later on when more teams get Tackle it's not so useful anymore.

In a well developed team, do you still take Dodge over other skills when playing around 220 TV?

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Post by Magictobe »

Aliboon wrote:
To push the point one last time the WD with Frenzy is not for cage breaking.
Fair enough, but if the other wardancer is off the pitch, then you might have to use him for cage breaking. And against higher ST teams with guard, to get the necessary assists it would be necessary to leave more players in the TZs of the opo, which I don't like doing.
OK, nice two have two copy cats of wardancers when to replace the first when he is gone. BUT when he is on the pitch he is useless!!!

When you have two different WD's you have more options.

Against a bashy league, frenzy gives you more advantage then against an agility league. Agility teams will have side step what cancells out the main effect of pitch clearing frenzy.

Frenzy is for getting people off the pitch (what ever the armour value) and really assists you in getting your one turn TD's. And gives you extra dice on blodgers.

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Post by Aliboon »

OK, nice two have two copy cats of wardancers when to replace the first when he is gone. BUT when he is on the pitch he is useless!!!
I would never say that a blodge, MA8, AG4 leaping strip baller is useless... :wink: And I never said that they should be copycat, just said that they should both have strip ball. Have frenzy players by all means (I have at least one in all of my teams, bar gobbos), but for me, for them to be your wardancers is too much of a risk in a bashy league.

And the best way to play woodies imo is to try and get the ball before the cage is properly formed, so that extra coverage and capabilty from the 2 wardancers can be very useful.
Against a bashy league, frenzy gives you more advantage then against an agility league. Agility teams will have side step what cancells out the main effect of pitch clearing frenzy.
Beg to differ, stand firm anyone? Even if not, you'll have to use other players for those assists which might well be a good option, but it might not and if you're having to cancel assists, then you'll often be leaving an elf next to another player at the end of the turn. Not good.

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stashman
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Post by stashman »

I can't remeber when I played a coach that just gives my freeways crowdsurf when I have frenzy players.

All you that vote for frenzy on wardancer have not played in our leage :P

You can't just crowdsurf, to much experience!

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Post by whitetiger »

Frenzy wouldn't be bad, but I think there are good arguments for other skills on these guys.

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stashman
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Post by stashman »

My wood elfs are beaten to death in every game, although I manage to win :lol:

My thrower died, my MA10 one-turner catcher died so I'm out of good players. I'm trying to build up the team by skilling up linemen. My linemens before where just "fodder" and I didn't really used them to score etc.

My MA9 wardancer has become my thrower :lol:
Maybe it's a bad thing but with MA9, Block, Dodge, Leap, Sure Hands & Pass he can do alot of good things. He can rally be a good runner, with passing ability and a great ballgrabber (when my other wrestle/tackle/strip ball wardancer takes down the opponent) and when grabbing a loose ball he can do the "safe" pass to a free player. He costs 200K but I think he will be great.

My treeman is awesome with block, dodge, multiple block & grab. With 67 spp he will soon get guard, but now he costs 220K (240K with guard) and I really think he is too expensive on the team.

My only surviving catcher has ST1 :cry: but with Nerves of Steel, Block & Sprint I think I hold on to him untill I get cash to get atleast two new before I sack him. Shall I sack him?

My ST4 lineman with block, dodge & frenzy makes a big diffrence out on the pitch. He can scare the hell out of alot of opponents and they stay away from the widezones :D

Trying to skill up my MA8 lineman to a "wardancer".

My worst player is the "old skaven lineman" 7337 Wrestle, Niggling. Shall I kick or save? Niggling on AV7 makes me nervous 8)

The team has the leagues biggest supporter fans, 13 FF.

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Post by mattgslater »

A Treeman with 4 skills is awesome.

Good idea to spread the SPP around. Stars die too much.

How many players do you have?

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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.
stashman
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Post by stashman »

mattgslater wrote:A Treeman with 4 skills is awesome.

Good idea to spread the SPP around. Stars die too much.

How many players do you have?
11 players (2 wardancer, 1 catcher, 7 lineman & treeman)

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