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How importnant is RR for wood elves in league for starters?
Posted: Sat Jun 14, 2008 7:38 pm
by final fortune
A good friend asked me about this team with some questions
1 thrower
5 line elfs
2 wardances
2 catchers
1 tree
0 RR
0 APO
20k at the tresury
total 1M
can you play a luague team like this with succes that you can take over to the next season and so on? the league is LBR 5 and 1M at start.
me personal i like this team setup a lot but im confused with the lack of RR. been reading a lot of old post regarding WE and and no one suggest this lineup for starters....is it really that bad?
Thanks all
Posted: Sat Jun 14, 2008 7:54 pm
by PTT
You cannot start a league without RR. Why? They cost the double if you try to buy them after the team creation. So 0 RR is not good for any starting team (no matter the race).
MTFWY. PTT
Posted: Sat Jun 14, 2008 9:43 pm
by Grendel
Most Woodelf starting teams start without the Treeman.
So instead of a Treeman you might consider getting another Lineelf and a reroll.
Posted: Sat Jun 14, 2008 10:54 pm
by mattgslater
Here's how the math with wood elves works out:
You get 11 players, 1 catcher, and your choice of four of the following:
Wardancer
Wardancer
Tree
Re-Roll
Re-Roll
3 Catchers/Throwers
2 Catchers/Throwers
Apoth
Most people in my experience get a re-roll, two Wardancers and either 3 Catchers/Throwers or a second re-roll. At 1.1M, you get six from the list instead of just four, which is where Treemen and Apothecaries come into play.
Posted: Sun Jun 15, 2008 6:03 am
by Drool_bucket
no rerolls is asking for trouble, especially when you're not spending that "reroll" money on positionals, but instead a tree.
atleast catchers come with two built in rerolls...
but the problem with snaggin' a bunch of catchers is that you give up team STR (not the biggest issue for Woodies) and that they hoard SPP, even over Wardancers...
I can't see this roster doing to well in the long run... might be fun for a game or two, but trying to save all that $$ to buy rerolls, while replacing lost positional players, seems a tough task...
Posted: Sun Jun 15, 2008 12:38 pm
by Aliboon
I can see that team being a gambler's option for short tournies, but not for a league.
Paying double for even your first or second reroll will really hurt, especially when you lose a few players through death and need to replace them.
Posted: Sun Jun 15, 2008 4:00 pm
by mattgslater
In a 1M league, I usually go 2 WDs, 1 Catcher, 8 linos, and 2 RRs. In a 1M tournament, I usually go 2 WDs, 4 Catchers, 5 linos, and 1 RR. If it's a 1.1M tourney, I'll upgrade with a 2nd RR and an Apothecary.
One Catcher is a huge step up over none, as your linos can QP to him on offense and save 1/3 of your offensive ball RRs. If you score with the Catcher as a preference on offense and make a point of scoring with other players on defense, he'll develop rapidly and won't hog points.
Buy an Apothecary out of winnings as priority 1. Then start buying positionals, starting with a Thrower and a Catcher. If a WD dies, then his replacement moves to the top priority... after an Apothecary (because if you don't buy the Apo, your other WD will die: Nuffle and his buddy Murphy will see to that).
In a league, Throwers are very nice. Treat 'em like linos, except that they don't have to suffer on the DLOS until you're out of scrubs. Play them like normal linos while you have a RR, but if you don't, use them for comps when you can. Don't put them in as return men when you have a TRR: it's important to spread your comps around somewhat. One great thing about the Thrower is that his first two advances (SH, Accurate) function for two purposes: ballhawk safety (as good as a PE Catcher for 10k less) and clinch thrower for late drives (the best in the game after just one increase). It's not like you lack for guys who can be developed into ballhawk safeties... but this player is a dedicated O position on a lot of teams, and with MA7, AG4 he goes both ways without a hitch!
It's different for WE Throwers. Offensively, they're strictly clutch guys, which wouldn't be valuable on a lot of teams. But since all your players can score a two-turner from one back without GFI, a good clutch guy is SPP in the bank for your linos and WDs. Just keep turning the ball over, and you'll turn into Godzilla (or, rather, everybody will induce Godzilla against you... which is how you know it's working).
Posted: Sun Jun 15, 2008 4:42 pm
by Duke Jan
The problem with 0 re-rolls wood elf teams is the second match. They will probably miss a few positionals then. If you need to make actions with linemen you want to have some re-rolls available.
Posted: Sun Jun 15, 2008 6:34 pm
by final fortune
is this team better then?
1 thrower
7 llineelf
2 wardancers
1 tree (he lieks the tree)
1 RR
0 FF
o APO
first buy is an APO, next its catchers/RR not sure in what order. ofcause this depends on how badly damaged the team gets from the matches
Posted: Sun Jun 15, 2008 7:59 pm
by mattgslater
Yes. I'd still trade the Thrower for a Catcher, but if you really love you some Treeman, that's a pretty solid roster. Just be sure to buy an Apoth. And you can afford 1 FF. Everything else is only 990k.
First purchase: Apothecary
Second purchase: Thrower
Third purchase: Catcher #2
Posted: Mon Jun 16, 2008 9:20 am
by final fortune
and if he can avoid death then go for extra RRs after the the 2ed catcher?
Posted: Mon Jun 16, 2008 10:05 am
by PubBowler
Aliboon wrote:
I can see that team being a gambler's option for short tournies, but not for a league.
That's what I thought when reading that roster.
Personally I'd start:
Tree
Wardancer
Catcher
8 linos
2 rerolls
1 FF
Posted: Mon Jun 16, 2008 11:54 pm
by mattgslater
PubBowler wrote:Personally I'd start:
Tree
Wardancer
Catcher
8 linos
2 rerolls
1 FF
I see starting only one WD as very risky. If anything happens to him, you don't have any. Two WDs can sort of protect each other by drawing fire, and allow you to blitz with Block pretty much anywhere. One WD, however, will just get shut down.
The missing RR... that's something, to be sure, but you don't really NEED 2 RRs, not the way you need 2 WDs. I think it's a bad idea to take a Tree over either one, but if you're just gangbusters on the Treeman, I think re-rolls are less important than better players.
Posted: Tue Jun 17, 2008 1:59 am
by Magictobe
I think if you start with two war dancers then you have to have a apo because they are so expensive to replace if one gets killed.
Posted: Tue Jun 17, 2008 9:46 am
by PubBowler
mattgslater wrote:
One WD, however, will just get shut down.
The vulnerability thing I understand but the Wardancer is the most mobile player in the game, AG4 Dodge & Leap.
Shutting him out, even if possible, takes up too many players.
It should also be remembered that prior to LRB5, many WE teams started with one WD in order to maximise FF. It's not that hard to do.