LRB 5.0 Wood Elf Starting Squad/Tactics discussion
Posted: Fri Aug 25, 2006 4:33 pm
As wood elf coach for a LRB 5.0 league that is about to start up, I decided to take a look and see if there was any discussion regarding woodies under 5.0. Since there really hasn't been any serious discussion, I thought I would get something kicked off here.
As we all know, most wood elf teams under previous rule sets followed this setup:
10 line elves - 700k
1 wardancer - 120k
8 FF - 80k
1 RR - 50k
1 apoth - 50k might be switched out for an additional RR
This worked out great under previous rule sets, but the toning down of FF leads us to the discussion of what to spend this cash on.
By reducing FF to 3, we can upgrade one line elf to a Wardancer or Treeman. The immediate reaction will probably be to get the additional WD. This is certainly a good choice, but is it what is best for the team?
We know that the reason for ultimate success of a woodie team is not the WDs, catchers, or throwers. They will score their points and rack up the SPPs. Ultimately, the success of the team is dependant upon the lineelves. With an additional WD, the team will rely too heavily on the WDs before the majority of the lineelves get their skills. Therefore, the WD is not the best acquisition.
What about a Treeman? This might be the best route to go. First, on defense you have a nice big tree in the front line. Second, with stand firm, he is clogging up the middle of the field. Add in a couple of lineelves with blodge and fend, and you have a stout frontline! This will make it very difficult for all those cagey teams from marching down the field which works to our advantage! Additionally, this gives the treeman time to get his first skill which will mean additional staying power for him. Also, this is one player that is not going to get hurt easily and will draw the attention of the opposing team from your crunchier elves.
What about a catcher or a thrower? I think this is the same problem we have with the WD. Once you start getting the positional players on a WE team, you start taking SPPs from the lineelves. So again, we are left with Treeman as the best alternative.
But, do we want to reduce our FF to 3? FF has been reduced in effectiveness, but it is still very important in calculating FAME. A +1 to FAME means +1 on the post game winnings roll, ditto for +2. Plus, with most die rolls on the kickoff table now being D3, we can stand to benefit from the additional FAME there as well. First, we must assume that each team is going to have average rolls for their 2D6 roll for fans. That gives us a value of 7. If, we have a 3FF, this gives us 10k fans for the game. An 8FF, gives us 15k. Thus, by moving to 8FF, we can almost guarantee a +1 FAME for most games. The higher FF is also beneficial if our opponent rolls low for his fans and increases our chances of +2 FAME.
Regarding skills, several of the changes and new skills benefit elves more than other teams!
Fend - Let's face it, what wood elf in good standing wants to be next to another standing opponent? Even if they run up and block you and you remain standing, you still gotta stand next to the guy, its even worse if they push you back and follow up! Best bet, use this on your front line lineelves or on wardancers (rarely) to keep them freed up.
Jump Up - As a skill this becomes a great asset to many elven teams. When used on catchers this becomes a great tool as once they are down, they can jump up, and scoot downfield without wasting the 3 MA to stand up. It is also useful for lineelves that have been knocked down and are trying to reposition themselves. What hurts this skill from making it a must have, is the +2 agility roll with block actions.
Kick-off return - This sounds like a decent skill for a passer that has most of the required skills already. The only real benefit for the skill is to get the jump on the ball to get your offense going.
Nerves of Steel - This becomes a must have for our throwers. Let's face it, our WDs pop the ball out, our throwers have the responsibility of getting the ball and then throwing it to a catcher for a TD. With this skill now in the range of an easy pick up (no doubles required), this is a must have for at least one thrower.
Safe Throw - Again, for your defensive thrower this is a gravy skill. Nice if you have a skill to burn, but otherwise do without it. Your defensive thrower is going to have to make the throws with a higher possibility of getting intercepted, so this is a big benefit to him.
Dauntless - Not as powerful as before, but this is a great skill for WDs to have when going against stronger teams.
As we all know, most wood elf teams under previous rule sets followed this setup:
10 line elves - 700k
1 wardancer - 120k
8 FF - 80k
1 RR - 50k
1 apoth - 50k might be switched out for an additional RR
This worked out great under previous rule sets, but the toning down of FF leads us to the discussion of what to spend this cash on.
By reducing FF to 3, we can upgrade one line elf to a Wardancer or Treeman. The immediate reaction will probably be to get the additional WD. This is certainly a good choice, but is it what is best for the team?
We know that the reason for ultimate success of a woodie team is not the WDs, catchers, or throwers. They will score their points and rack up the SPPs. Ultimately, the success of the team is dependant upon the lineelves. With an additional WD, the team will rely too heavily on the WDs before the majority of the lineelves get their skills. Therefore, the WD is not the best acquisition.
What about a Treeman? This might be the best route to go. First, on defense you have a nice big tree in the front line. Second, with stand firm, he is clogging up the middle of the field. Add in a couple of lineelves with blodge and fend, and you have a stout frontline! This will make it very difficult for all those cagey teams from marching down the field which works to our advantage! Additionally, this gives the treeman time to get his first skill which will mean additional staying power for him. Also, this is one player that is not going to get hurt easily and will draw the attention of the opposing team from your crunchier elves.
What about a catcher or a thrower? I think this is the same problem we have with the WD. Once you start getting the positional players on a WE team, you start taking SPPs from the lineelves. So again, we are left with Treeman as the best alternative.
But, do we want to reduce our FF to 3? FF has been reduced in effectiveness, but it is still very important in calculating FAME. A +1 to FAME means +1 on the post game winnings roll, ditto for +2. Plus, with most die rolls on the kickoff table now being D3, we can stand to benefit from the additional FAME there as well. First, we must assume that each team is going to have average rolls for their 2D6 roll for fans. That gives us a value of 7. If, we have a 3FF, this gives us 10k fans for the game. An 8FF, gives us 15k. Thus, by moving to 8FF, we can almost guarantee a +1 FAME for most games. The higher FF is also beneficial if our opponent rolls low for his fans and increases our chances of +2 FAME.
Regarding skills, several of the changes and new skills benefit elves more than other teams!
Fend - Let's face it, what wood elf in good standing wants to be next to another standing opponent? Even if they run up and block you and you remain standing, you still gotta stand next to the guy, its even worse if they push you back and follow up! Best bet, use this on your front line lineelves or on wardancers (rarely) to keep them freed up.
Jump Up - As a skill this becomes a great asset to many elven teams. When used on catchers this becomes a great tool as once they are down, they can jump up, and scoot downfield without wasting the 3 MA to stand up. It is also useful for lineelves that have been knocked down and are trying to reposition themselves. What hurts this skill from making it a must have, is the +2 agility roll with block actions.
Kick-off return - This sounds like a decent skill for a passer that has most of the required skills already. The only real benefit for the skill is to get the jump on the ball to get your offense going.
Nerves of Steel - This becomes a must have for our throwers. Let's face it, our WDs pop the ball out, our throwers have the responsibility of getting the ball and then throwing it to a catcher for a TD. With this skill now in the range of an easy pick up (no doubles required), this is a must have for at least one thrower.
Safe Throw - Again, for your defensive thrower this is a gravy skill. Nice if you have a skill to burn, but otherwise do without it. Your defensive thrower is going to have to make the throws with a higher possibility of getting intercepted, so this is a big benefit to him.
Dauntless - Not as powerful as before, but this is a great skill for WDs to have when going against stronger teams.