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Cage breaking with Woodelfs ?
Posted: Sun Sep 25, 2005 4:50 am
by Anonymous
What can woodelfs do ones a bashy opponent has caged up?
My WD got strip ball already but it seems not enough..
I know now after a few games throwing everything you got in front of the cage doesn't help either..
What are the tactics to break the cage?
Posted: Sun Sep 25, 2005 5:12 am
by Urb
I think you need more than just stripball on your wardancer... you really need kick on a lineelf.. that way you can put the ball in a place where he/she can't get every player in on part of the cage. Typically you pin the ball deep. With your move 7 or better you can run around his line after a few well placed blocks. Then prevent the strong cage. You should be in a decient position the following turn to take the ball away and score.
Really it's all about positioning but kick really helps. Kick wins games.
Posted: Sun Sep 25, 2005 7:03 am
by Thadrin
The best way for Wood Elves to stop a cage is to not let it form up in the first place. Aggressive play, rushing WDs and aCatchers into the opponent's half is the best way of doing this.
If the cage does form, and contains a bunch of Dwarfs with Guard and a sure handed runner with the ball for example, you need to sit one square in front of it, slow it down to snail's pace and force your opponent to break out of the cage to make progress.
Posted: Sun Sep 25, 2005 8:12 am
by Dave
both spoke true, prevent the cage from being there ..
if you do get a cage (it can allways happen, also with kick) place your players there where you suspect your opponent wants to place his cage next turn, so he needs to go another way = you decide what he does = good.
also, tie up the last players of his cage with blodgers. If he wants to make progression he'll rip his own cage apart as the cagers prolly won't dodge away ..
Posted: Mon Sep 26, 2005 8:08 am
by plasmoid
Also,
try steering his cage towards the sideline. That will cut off one of his escape routes, and allow you to better cover the rest.
Oh, and a second wardancer skill should probably be tackle.
If you get a doubles, multiple block actually allows for some trickery, because you can leap in and attack both the ball carrier and one corner of the cage, neutralizing the corners guard skill, while placing lots of assists outside the cage!
Cheers
Martin

Posted: Mon Sep 26, 2005 11:21 am
by OverDose
^ I really fail to see that sweet creamcorn multiple block would do any good in cagebreaking. Since when do you get 4 assists on a corner of a cage?
Posted: Mon Sep 26, 2005 12:13 pm
by plasmoid
Hi Overdose,
you could get 4 assists if the cage is stretched.
I.e.
X_X
___
_X_
X_X
Or at the very least including an opposing guard-corner in your block means that he won't be able to assists against you - probably turning the block from 2d against to straight 1d.
Or you could employ a guard outside the cage yourself, for the 4th assist and a 2d block.
Cheers
Martin
Posted: Mon Sep 26, 2005 12:57 pm
by OverDose
I guess that's neat. I still fail to see that any one should pick multiple block with doubles for a wardancer since mighty blow and dauntless are useful nearly always (or frenzy for sideline brawls).
Posted: Mon Sep 26, 2005 1:12 pm
by plasmoid
Hi Overdose,
I'd probably take dauntless or frenzy too.
I'd definately put mighty blow on a lineman, not a WD.
MultiBlock was brought up is a solution to cagebreaking, which was what the original poster asked.
Cheers
Martin

Posted: Mon Sep 26, 2005 1:45 pm
by Anonymous
Multiple block? Would It work? In most cases I must roll 3 dice and my opponent may chose wich result should be taken..
I don't think its a good idea..
Thanks for the rest of the info.. Time to try out..

Posted: Mon Sep 26, 2005 2:53 pm
by carmachu
OverDose wrote:I guess that's neat. I still fail to see that any one should pick multiple block with doubles for a wardancer since mighty blow and dauntless are useful nearly always (or frenzy for sideline brawls).
I watched last night a slayer with multiple block and dauntless. It rocks when used right.
Posted: Mon Sep 26, 2005 7:28 pm
by Warhammer
plasmoid wrote:Hi Overdose,
I'd probably take dauntless or frenzy too.
I'd definately put mighty blow on a lineman, not a WD.
MultiBlock was brought up is a solution to cagebreaking, which was what the original poster asked.
Cheers
Martin

I gotta disagree with the frenzy. With strip ball, if you're not knocking the guy over, you are just putting the WD in harms way if you don't knock him down. Mighty Blow is great because you will get more CAS SPPs over time. It's especially nice for those AV8 teams because all those 8s now go through the armor!
Dauntless is great on a WD as well for all those Big Guys without block.
Posted: Mon Sep 26, 2005 9:05 pm
by Ravage
i definitely wouldnt take multiple block. it's a fine skill on stronger players were you can easily get 2d with only a few assists, but on a st3 player? you need +3 from assists (which, if you're jumping into a cage, is going to be nigh impossible) just to throw a 1d block, assuming all players involved at st3. Either you need to combine with dauntless, or ignore it outright. Personally I would stay away from it.
Posted: Tue Sep 27, 2005 7:46 am
by OverDose
carmachu wrote:It rocks when used right.
When used right or when the dice are right ;)
Sounds like risky business to me.
Warhammer wrote:I gotta disagree with the frenzy. With strip ball, if you're not knocking the guy over, you are just putting the WD in harms way if you don't knock him down.
But why should a wardancer have the strip ball skill? I'd go the sidestep/frenzy/tackle/mighty blow etc. route...
Posted: Tue Sep 27, 2005 1:56 pm
by Mad Jackal
OverDose wrote:carmachu wrote:It rocks when used right.
When used right or when the dice are right
Sounds like risky business to me.
Warhammer wrote:I gotta disagree with the frenzy. With strip ball, if you're not knocking the guy over, you are just putting the WD in harms way if you don't knock him down.
But why should a wardancer have the strip ball skill? I'd go the sidestep/frenzy/tackle/mighty blow etc. route...
Because even at 2 dice the ball carrier's choice all he needs is a push result to free the ball (against non sure hands pieces). Which is the entire purpose of the blitz. It turns every result that does not contain an attacker down skull into a "good" result.
And, if there are sure hands pieces, then you use you kick skill to try and keep the ball from them, or isolate them into areas away from his assists / cage.
Strip ball is my first skill of choice on a WarDancer (both actually.) Only on doubles would I trade it in for maybe Dauntless or Mighty Blow.