Next Skill for +1 MA wardancer (LRB 4)
- juggler434
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Next Skill for +1 MA wardancer (LRB 4)
Here's my team
6 unskilled line elves
2 block line elves
2 dodge line elves
1 AG 5 thrower
1 rookie wardancer
1 wardancer w/ +1mv and sidestep
2 re-rolls
10 ff
I'm putting tackle on the rookie wardancer next (assuming no doubles) but what should I give the +1 mv wardancer. Should I give him tackle as well, or develop him more like an awesome catcher, or go another route altogether.
6 unskilled line elves
2 block line elves
2 dodge line elves
1 AG 5 thrower
1 rookie wardancer
1 wardancer w/ +1mv and sidestep
2 re-rolls
10 ff
I'm putting tackle on the rookie wardancer next (assuming no doubles) but what should I give the +1 mv wardancer. Should I give him tackle as well, or develop him more like an awesome catcher, or go another route altogether.
Reason: ''
Casualty table result: 68-Dead
Reroll with apothecary
New Result: 68-Dead...nuffle hates me
Reroll with apothecary
New Result: 68-Dead...nuffle hates me
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no strip ball anywhere....
strip ball is the single most important skill for a wardancer imo.
though in a more developed league, with a wide range of sure hands players, its effect diminishes.
however it is still a must have skill
it is tempting to develop him into a catcher type player, though you still have room for 4 of those in your team and your maxed on the wardancers
strip ball is the single most important skill for a wardancer imo.
though in a more developed league, with a wide range of sure hands players, its effect diminishes.
however it is still a must have skill
it is tempting to develop him into a catcher type player, though you still have room for 4 of those in your team and your maxed on the wardancers
Reason: ''
- juggler434
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I've been a little hesitant on the strip ball. The team is actually on Fummbl, so I'm playing a wide range of teams (I try not to cherry pick my games). I definatly see the logic in strip ball and have had a strip ball wardancer before that performed really well, I'm just wondering if its going to be a better choice than tackle. I think I've decided not to develop him the ball carrier route, he already does fine in that aspect and you were right, I still have four catcher spots open.
Reason: ''
Casualty table result: 68-Dead
Reroll with apothecary
New Result: 68-Dead...nuffle hates me
Reroll with apothecary
New Result: 68-Dead...nuffle hates me
- mattgslater
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How far does the +MA/SS guy have to go to hit 31 SPP?
I think it's important to get Side Step on both WDs: on a target player Side Step is great because it stops chain-blocks, and there's no better Cornerback in Blood Bowl than a Wardancer with Side Step. If your skilled WD is close to going up, give him Tackle instead (if you're not terribly worried about Dodge, give him Jump Up -- that combos well with MA9/Leap). Shadowing makes a good #4 for that guy after Tackle. If he's far from going up and you're really worried about Dodge, get the other one Tackle, then Side Step, with Shadowing or Diving Tackle as #3 (Shadowing for sure as #4 on the +MA guy: on MA9/Blodge/SS/Tackle, Shadowing is a killer).
Good for you deciding not to go with a dedicated ball-carrier. Unless you're talking Nerves of Steel on a double (great on a Wardancer, btw... ask any Pro Elf coach) or roll an 11 or another 10, don't deliberately develop this or any player (except possibly a dedicated Thrower) with offense in mind, and in the case of NoS or +AG you're really doing it to make defensive ball recovery easier, and it incidentally has a nice little offensive application that you're happy to use when you need it.
You're elves. You don't need to worry about offense, as your basic profile is a much greater level of offensive proficiency than the pinnacle to which most teams aspire. Defense, and more precisely fast turn-overs, saves lives. Saving lives improves your offense. Moreover, great defense makes offense irrelevant.
I think it's important to get Side Step on both WDs: on a target player Side Step is great because it stops chain-blocks, and there's no better Cornerback in Blood Bowl than a Wardancer with Side Step. If your skilled WD is close to going up, give him Tackle instead (if you're not terribly worried about Dodge, give him Jump Up -- that combos well with MA9/Leap). Shadowing makes a good #4 for that guy after Tackle. If he's far from going up and you're really worried about Dodge, get the other one Tackle, then Side Step, with Shadowing or Diving Tackle as #3 (Shadowing for sure as #4 on the +MA guy: on MA9/Blodge/SS/Tackle, Shadowing is a killer).
Good for you deciding not to go with a dedicated ball-carrier. Unless you're talking Nerves of Steel on a double (great on a Wardancer, btw... ask any Pro Elf coach) or roll an 11 or another 10, don't deliberately develop this or any player (except possibly a dedicated Thrower) with offense in mind, and in the case of NoS or +AG you're really doing it to make defensive ball recovery easier, and it incidentally has a nice little offensive application that you're happy to use when you need it.
You're elves. You don't need to worry about offense, as your basic profile is a much greater level of offensive proficiency than the pinnacle to which most teams aspire. Defense, and more precisely fast turn-overs, saves lives. Saving lives improves your offense. Moreover, great defense makes offense irrelevant.
Reason: ''
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.
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.
- mattgslater
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As this is a FUMBBL team, it would be remiss of me not to point out the Wood Elf strategy guide there:
http://fumbbl.com/help:WoodElfStrategy
There are two further articles of interest linked to that one.
http://fumbbl.com/help:WoodElfStrategy
There are two further articles of interest linked to that one.
Reason: ''
- mattgslater
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Oh yeah, doubles for Frenzy, right? Bummer. Doubles for Dauntless and Jump Up too, huh?
Then I say get the Rookie SS and the +MA/SS guy should get Tackle or Shadowing, depending on whether you're worried about Skaven/WEs (get Tackle) or other Elves (get Shadowing), or maybe Pro if your concern is bash. On doubles, go Frenzy, Dauntless or Jump Up over MB or Guard.
Then I say get the Rookie SS and the +MA/SS guy should get Tackle or Shadowing, depending on whether you're worried about Skaven/WEs (get Tackle) or other Elves (get Shadowing), or maybe Pro if your concern is bash. On doubles, go Frenzy, Dauntless or Jump Up over MB or Guard.
Reason: ''
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.
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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Basicly your team needs a strip ball player, and that wardancer is a very good bet. I would give him strip ball on a normal and Mighty Blow or Frenzy on a double.
Reasoning:
Strip Ball is very usefull on a wardancer, eaven though you will be facing alot of opponents with sure hands players. What you are aiming for with woodelves is to create tactical situations that can be exploited by you: You are forcing a cageing team to pass the ball or suffer a 2-dice blitz on the ball by their turn two, you are splitting their team in two halfs or you stall and give them 3 turns to score so the normal sure hands ballcarrier cannot run it all the way etc.
Lack of strip ball leaves you wouldnerable to certain strategies: Elfball stalling on a blodger, elfball two turns touchdowns by cageing (teams with a weak thrower and a weak bashing game can often pass the ball in their first turn and make a cage on your field, from were its easy to score by turn 2) and Strong ballcarriers (mostly without sure hands)
On fumbbl Mighty Blow on elves is particularly usefull, as alot of elfbowling is going on, and having a mighty blow blitz every turn makes a real differense (most biggass elven teams plays a bashy strat against other elves, I dont do it as much but I do respect it as a very potent strat).
In LRB 4 you need a high ff to keep your woodies going, and for that you need 2 cas pr game. Having a mb guy to blitz something every turn you dont have an important tactical blitz is very usefull here. My fumbbl woodies have ff 29, and have survived for more than 400 games for a reason.
Having someone to blitz with MB against bashers can also be usefull, as you give nuffle a chance to buy you little presents such as a cas on that block, claw, mb, tackle beastman he blitzes you with every turn.
On sidestep: Take it when you have nothing better to take, and learn to play so your wardancers takes a low number of blitzes pr. game (if he can blitz one, you should be in a possition were he has a more important blitz)
Reasoning:
Strip Ball is very usefull on a wardancer, eaven though you will be facing alot of opponents with sure hands players. What you are aiming for with woodelves is to create tactical situations that can be exploited by you: You are forcing a cageing team to pass the ball or suffer a 2-dice blitz on the ball by their turn two, you are splitting their team in two halfs or you stall and give them 3 turns to score so the normal sure hands ballcarrier cannot run it all the way etc.
Lack of strip ball leaves you wouldnerable to certain strategies: Elfball stalling on a blodger, elfball two turns touchdowns by cageing (teams with a weak thrower and a weak bashing game can often pass the ball in their first turn and make a cage on your field, from were its easy to score by turn 2) and Strong ballcarriers (mostly without sure hands)
On fumbbl Mighty Blow on elves is particularly usefull, as alot of elfbowling is going on, and having a mighty blow blitz every turn makes a real differense (most biggass elven teams plays a bashy strat against other elves, I dont do it as much but I do respect it as a very potent strat).
In LRB 4 you need a high ff to keep your woodies going, and for that you need 2 cas pr game. Having a mb guy to blitz something every turn you dont have an important tactical blitz is very usefull here. My fumbbl woodies have ff 29, and have survived for more than 400 games for a reason.
Having someone to blitz with MB against bashers can also be usefull, as you give nuffle a chance to buy you little presents such as a cas on that block, claw, mb, tackle beastman he blitzes you with every turn.
On sidestep: Take it when you have nothing better to take, and learn to play so your wardancers takes a low number of blitzes pr. game (if he can blitz one, you should be in a possition were he has a more important blitz)
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- juggler434
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PubBowler wrote:Frenzy.
Massive range and ability to get into gaps and Side Step to protect him from crowd push retaliation.
Given that this LRB4 in general (and fumbbl in particular) I change my advice to Strip Ball.mattgslater wrote: Oh yeah, doubles for Frenzy, right? Bummer.
Although I'd still take Frenzy on Doubles above MB (at least once).
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