Wood Elf starting roster
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Wood Elf starting roster
Hi Guys,
My last wood elf team was destroyed by Goblins in their 2nd game
(well I'm down to 7 players, TR 79)
So I am going to re-start knowing my first game will be against
haflings (who have only played 1 game).
--- Do you think I could get away with no re-rolls to start? --- I just know his Chef will steal them anyway.
Thinking of starting with a Treeman, wardancer, 9 lineelfs, 8 FF
no reolls & an Apoth.
sangraal
My last wood elf team was destroyed by Goblins in their 2nd game
(well I'm down to 7 players, TR 79)
So I am going to re-start knowing my first game will be against
haflings (who have only played 1 game).
--- Do you think I could get away with no re-rolls to start? --- I just know his Chef will steal them anyway.
Thinking of starting with a Treeman, wardancer, 9 lineelfs, 8 FF
no reolls & an Apoth.
sangraal
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Get the rerolls now!
You will have difficulties aquiring them later on at twice the price.
And with all those lineelfs you will need them.
So if his chef is going to steal them.
You will still have no rerolls in the game after that.
The treeman at best is a turnover machine, at worst he is a no show leaving you one important player short.
Get him later on when you got a leader and a more experienced team.
I suggest:
1 wardancer
10 lineelfs
2 rerolls
8 ff
after first match get an apothecary (you can live without him for now, you are going to be playing halflings)
then get the second wardancer
then some catchers, a thrower and some extra rerolls
then replace injured lineelfs
You will have difficulties aquiring them later on at twice the price.
And with all those lineelfs you will need them.
So if his chef is going to steal them.
You will still have no rerolls in the game after that.
The treeman at best is a turnover machine, at worst he is a no show leaving you one important player short.
Get him later on when you got a leader and a more experienced team.
I suggest:
1 wardancer
10 lineelfs
2 rerolls
8 ff
after first match get an apothecary (you can live without him for now, you are going to be playing halflings)
then get the second wardancer
then some catchers, a thrower and some extra rerolls
then replace injured lineelfs
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You are right --- its just one game & against Haflings too (although, this
hafling team got 5 CAS (only 2 were CAS for SPPs) against the other
wood elf team in our league).
I only have 9 linelf minis so maybe I should go with your suggestion
but drop a linelf & 2 FF & take a Catcher instead.
Damn these elves are fragile --- I run Norse, Vamps & Amazons -- all
AV7 (mostly anyway) --- never had a problem.
sangraal
hafling team got 5 CAS (only 2 were CAS for SPPs) against the other
wood elf team in our league).
I only have 9 linelf minis so maybe I should go with your suggestion
but drop a linelf & 2 FF & take a Catcher instead.
Damn these elves are fragile --- I run Norse, Vamps & Amazons -- all
AV7 (mostly anyway) --- never had a problem.
sangraal
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1 ditch the tree
2 take at least 9 line elfs and 2 catchers, 2 war dancers or 1 thrower and an extra lineman.
3 look further than your first game.
4 my suggestion
11 line elfs
1 apo
2 RR
8 FF
this will make your line elfs develope, protect your investment and hopefully result in good moneymaking the first few games.
play conservative, i drew my first match (also against halflings) throwing one one too many but at least i survived using this roster. taking 2 catchers, 2 RR and 9 ff is already a lot more fatal. If I would have to choose a positional player at the start it would be a thrower not too expensive. not too vulnarable and not an inviting target.
2 take at least 9 line elfs and 2 catchers, 2 war dancers or 1 thrower and an extra lineman.
3 look further than your first game.
4 my suggestion
11 line elfs
1 apo
2 RR
8 FF
this will make your line elfs develope, protect your investment and hopefully result in good moneymaking the first few games.
play conservative, i drew my first match (also against halflings) throwing one one too many but at least i survived using this roster. taking 2 catchers, 2 RR and 9 ff is already a lot more fatal. If I would have to choose a positional player at the start it would be a thrower not too expensive. not too vulnarable and not an inviting target.
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I would definitely recommend replacing the apoth and a lineman for a wardancer, Duke. Buy apoth after game one.
After all: It's HALFLINGS! How much damage could they do? Just stay away from the trees. AG 4 and your speed should suffice.
And you will need the WD to knock the ball free. block is so important.
After all: It's HALFLINGS! How much damage could they do? Just stay away from the trees. AG 4 and your speed should suffice.
And you will need the WD to knock the ball free. block is so important.
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You can gamble on not getting any serious casualties, I agree with that and than getting 50k to buy the apo, but I would take another re-roll rather than a WD. You don't need him, especially not against halflings.
Starting with 2 catchers is a better idea, they're quick, agile and you can afford two which means your opponent has to choose which one to blitz.
In tournaments a WD might be a good idea, not in a league. Get some SPP on your linemen in the first few games or they'll be worthless knick-knacks.
Starting with 2 catchers is a better idea, they're quick, agile and you can afford two which means your opponent has to choose which one to blitz.
In tournaments a WD might be a good idea, not in a league. Get some SPP on your linemen in the first few games or they'll be worthless knick-knacks.
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Just to offer another point of view: take the Wardancer to strengthen your defence. Obviously you're favourites against the halflings pretty much whatever you take, but against other teams your linemen will struggle to crack a cage, or even bring down a runner. Having 2 catchers in the team doesn't help you so much once your opponent has the ball, but a WD is able to get into tight situations and block about as reliably as you can get. IMO you can get by on offence with WE linemen, but defence is going to be very difficult without a WD.
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a WD is able to get reliably killed in tight situations you meanMortalman wrote:...but a WD is able to get into tight situations .....

For tourneys: Get your WD. for Leagues: Build your team and start from the bottom. Take a few losses but don't spend too much money on expensive players that will only get killed (even by halflings if they get the chane).
In my experience the most important thing is to get an apoth asap. And than the position players, IMHO.
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Re: Wood Elf starting roster
I've started a team at fumbbl (Ashenvale Protectors) with 2 wardancers, 1 tree, FF 9 and 0 RRs. Got away with it, the tree didn't take root the first 3 games I think. I wouldn't do it again though.sangraal wrote:Thinking of starting with a Treeman, wardancer, 9 lineelfs, 8 FF
no reolls & an Apoth.
What I did recently however, was to start a team in fumbbl-faction with 1 tree, 1 wardancer, FF 9 and 1 RR. It sucked the first 3-4 games, but once the tree gets rolling, your team will benefit tremendously from him, without tree the team wouldn't have won the championship in their 4th season, I think.
Thus, I'd say it depends on whether it's a long-term league or a short-term one. If you can live with losing the first 3-5 games, then the roster with the tree might be worth it (you can also win with that roster, of course, but woodies suck at low TR anyhow).
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Basically, all players easily get killed if not adequately protected. The WD is no exception. Also a WD gets booted out after usually the opponent has spent A LOT of time and effort in trying to bring him down. So I wouldn't agree with the argument that a WD breaks easily.Duke Jan wrote:a WD is able to get reliably killed in tight situations you meanMortalman wrote:...but a WD is able to get into tight situations .....
If you play well, a WD and two rerolls should allow you to win easily your first 2-3 matches. With 8 ff, you should be able to buy an apothecary quickly, and not lose too easily ff since you will have (theoretically) won matches.
If you don't start with a WD, you basically find yourself with players that not only break easily, but are also completely lacking the skills of turning over their opponents. The WD is the opposite of that.
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I like catchers in the beginning, because they act like blodgers against players lacking block. They also have incredible speed, which is always good when you need to score quickly and avoid too many blocks. Catch makes them incredibly reliable to hand off to, even at -1. You can also use them as reliable thrower, since their high movement will enable them to get within 2+ range most of the time. Being extremely potent scoring weapons, they'll level up quickly and get block and other useful skills. They also facilitate spreading little completions all around your team to level off your mvps, since your catch will not fail very often. If you go this way, you'll want to get block on a few players quickly so that you can have reliable blitzers and start saving for a WD after you get the apo.
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Catchers are very good to score once you have have a breach in the opponent defense.
But they weaken your team and without skills are not very good in defense.
The WD are good at managing breaches, almost as good at scoring (no catch and 1MA less, but leap) ; it strengthens the team (giving block to hit and blodge to be able to stand up longer in the game) as as giving very good defense (MA8, leap and block ... a very good start).
So as far as I am concerned, I take the WD.
Just look how annoyed your opponent looks about this player and you'll know you made the right choice
.
W
But they weaken your team and without skills are not very good in defense.
The WD are good at managing breaches, almost as good at scoring (no catch and 1MA less, but leap) ; it strengthens the team (giving block to hit and blodge to be able to stand up longer in the game) as as giving very good defense (MA8, leap and block ... a very good start).
So as far as I am concerned, I take the WD.
Just look how annoyed your opponent looks about this player and you'll know you made the right choice

W
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I agree with Wonder. The Pb with woodies is defence. Hell, with a bunch AG4 MV7 you can always come up with something when you get your hands on the ball. Problem is to pop it free, and for that the WD rules.Wonder wrote: So as far as I am concerned, I take the WD.
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