Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
I would give Block to the Linelf and runner. NOS after that. He should skill up pretty quickly. +AV for the witch. This will keep her longer in your team.
Dodge on the Line-Elf and the Runner, Block on the Witch.
When your players have dodge, they are more mobile, and a Blodging Witch is always a pain in the ass. she might live longer with the AV, but she will be standing longer with block.
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Block on the Witchelf. Reasons as written above
Your lineman depends on the teams you've got in your league. If there are many bashing teams, then he should get dodge (dodge out of the line and every contact to hinder him to block you players; furthermore he is easier available even if there are a few opposing players in his way). However, if there are just few bashing teams, he should get block, as your team will be better in the aggressive way of playing Blood Bowl, which is more effective, when the opponent is not an orc with 4 blackorcs and a troll (or a dwarf).
BGTW: Dodge on the runner isn't a bad idea either.
Block on the lineelf
Block on the runner, you can give him NOS later anyway
AV on the witch is awesome although it would have been better as a second skill roll. You need to keep her alive ALAP. Score some TD's with her and get her to her second skill, then take block
I'd go Block on the line elf, Leap on the Runner, and +AV on the witch. AG5 and Leap is a thing of beauty.
Reason:''
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Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
I think I'd take the AV+, that way if you can just protect her for a few games, she can take block next, and then she's REALLY tough. The difference between AV7 and AV8 is pretty huge statistically, and you can take block anytime. Getting 10spp on a witch elf is not too tough.
Reason:''
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Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
wesleytj wrote:I think I'd take the AV+, that way if you can just protect her for a few games, she can take block next, and then she's REALLY tough. The difference between AV7 and AV8 is pretty huge statistically, and you can take block anytime. Getting 10spp on a witch elf is not too tough.
I'd have to agree with Wesley here, you can get 10 spp's in 2-3 games if you focus on it. The +AV is huge and it combines well with Jump Up.
Dodge on the rookie Lineman, makes him mobile, improves his odds to survive
Dodge on the AG5 Runner, AG5+ Dodge = impossible to stop
+1MA on the Witch Elf, give Block when she hits 16
clouds wrote:Decided to go with Block on lineman, Leap on runner and the AV on the WE. We'll see what it gives, next game is against an advanced orc team...
Thanks for the advice!
Man, I am feeling the love.
Now, don't hold me responsible if fate intervenes and kills that witch in your next game.
Reason:''
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Chinese Relativity Axiom: No matter how great your achievements, or how miserable your failures, there will always be about 1 Billion people in China who won't give a damn.
I took the +AV on the Witch Elf without even blinking. Next game, Dead. Ok almost dead, the APO brought her down to MNG but, sheesh it was only turn 2 for them blasted cursed Rats. The first turn seen the other witch elf take a BH.
Reason:''
If at first one doesn't succeed, and doesn't try again, then he will never succeed.