Witch Elf, third skill.

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Powerhausen
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Witch Elf, third skill.

Post by Powerhausen »

So, the Har Ganeth Horrors played again and I got a skillup on the best of my Witch Elves. She's already got Block and Side Step, so the obvious choices are taken. I was of course hoping for a double, but what's my options, having rolled a normal skill?

I'm thinking Tackle as a fairly obvious choice it would be hard to go wrong with. I'm also looking at Dauntless, both to Frenzy-push strong blockers out of defensive positions, and to get freebie Jump Up-blocks against strong players in a cluster-copulation situation. But I already have a Blitzer with Dauntless, so ... Finally, maybe Leap? Catch?

Here's the team. It's #1 that skilled up. http://bloodbowl.krokodille.com/team.php?id=194

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Joemanji
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Re: Witch Elf, third skill.

Post by Joemanji »

Diving Tackle.

Blodge/SS/DT. Attach to ball carrier. Watch opponent cry.

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Re: Witch Elf, third skill.

Post by Smurf »

Leap or shadowing?

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Re: Witch Elf, third skill.

Post by Drool_bucket »

I think your one skill blitzer should get Tackle next...

and I am not a fan of placing any AV7 piece next to anyone, especially when that AV7 piece is a Witch Elf, so I would steer clear of Diving Tackle.

I like Leap, but probably because I am a WE player...

having a couple Dauntless pieces on a DE, HE or ProElf team is always nice too, but with Frenzy it can become a liability at times...

Fend and Sidestep can always be interesting... having one player with Strip ball is also nice, but I see that more as a Blitzer skill than a Witch Elf skill, but if you have plans for your blitzers....

But I would probably go with Leap.

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Re: Witch Elf, third skill.

Post by Wanchor »

Drool_bucket wrote:I think your one skill blitzer should get Tackle next...

and I am not a fan of placing any AV7 piece next to anyone, especially when that AV7 piece is a Witch Elf, so I would steer clear of Diving Tackle.
Frenzy puts that piece next to someone constantly. They're usually on their back at the time, but there it is all the same.

Leap and Diving Tackle are both good choices. I'm a big fan of the Diving Tackle/Jump Up combo from my gobbo coaching days, and it's much better still with Side Step.

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Re: Witch Elf, third skill.

Post by Drool_bucket »

Wanchor wrote:Frenzy puts that piece next to someone constantly. They're usually on their back at the time, but there it is all the same.
Yeah, well you and your good observations aren't helping me... :wink:

Well, I generally don't toss my Frenzy players into the mix. I use them to Blitz when I am going to block with them, take the two shots at knocking down (or crowd surfing or whatever) and then dodge away, as not to get smacked next turn.

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Re: Witch Elf, third skill.

Post by Wanchor »

Well, with two Witch Elves, only one will throw a blitz...the other is stuck next to someone for better or worse. Diving Tackle will probably make her a bigger target, but with Blodge and Side Step, it's probably worth a shot. With Jump Up in the mix too, I can't really recommend anything other than Diving Tackle.

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Re: Witch Elf, third skill.

Post by Asperon Thorn »

I'm a purist.

TACKLE.

You want two shots at catchers and stunties. Nothing is more frustrating that tossing a bunch of dodge-pows on a critical play. Especcially with a player you picked because he has two shots on em.

Next time that wood elf catcher, or skink is ready to be blitzed you have the perfect antidote.

. . .Second Choice. . .

DAUNTLESS

Witchelves hit, or can hit, almost every turn. Even knocked down, with Jump up witch elves get to do a regular block rather than a blitz (most of the time.) They are almost always next to a player I have never known an opponent to steer clear of witch elves. They like to mark em, hit them, foul them, push them. . .just about anything to try and knock a witch elf out of influencing the game. Dauntless helps against situations in which a witch elf would have to take some very unfavorable blocks. . or situations in which they would have to avoid blocking at all.

I am against Diving Tackle. . .Mostly because if a witch was going to intentionally toss themselves on the ground. I would intentionally foul them. However, I do understand the theory that they cause a turnover so they are able to get right back up. . .failing to cause a turnover will simply be painful.

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Re: Witch Elf, third skill.

Post by Smeborg »

Tackle.

I prefer Wrestle/Sidestep/Tackle, but I would consider Block/Sidestep/Tackle as a good second best.

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Re: Witch Elf, third skill.

Post by Greyhound »

Asperon Thorn wrote:I am against Diving Tackle. . .Mostly because if a witch was going to intentionally toss themselves on the ground. I would intentionally foul them.
About Diving Tackle, if you decide to use diving tackle it is predominantly to create a turnover... right?
Unless you assume that the player re-rolls and succeeds. However there is again a certain limit of control over when you decide to go flat on your ass.

If you do cause a turnover you can quickly go back on your feet and therefore avoid a foul, if you don't cause a turnover then your opponent used a reroll (take Tackle to force a team reroll).
Even in this case, unless it it was the first action of the turn (dodging out of a tackle/diving tackle witch elf rarely is) your opponent's turn has already started. To come back and lend assists, or risk a foul might actually be doing more disruption than you can think of.

I guess what I'm trying to say is that Piling on and Wrestle are played in your turn (mostly) and therefore give your opponent a good chance to put their boot in; whereas Diving Tackle is played in their turn leaving them less opportunities (and sometimes none) to foul you.

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Re: Witch Elf, third skill.

Post by Drool_bucket »

Diving tackle may, more often than not, result in a TO.

But that, to me, is not the problem with it. The problem is that if you have a DT player next to mine, I am more likely to try and whack that player then dodge away, especially when that pieces is as awesome as something as a WE.

Plus, against opponents with a strong/average chance at succeeding a second roll to dodge away (elves and such), you may only be using DT after a failed first dodge roll, which limits it overall as a selection.

That's why I like Tackle, Dauntless or Leap. With shading towards the last two because Tackle, IMO, belongs of DE blitzers because of their higher AV.

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Re: Witch Elf, third skill.

Post by Glowworm »

I play D/E's (Badly I admit) and fend would be my choice.... She's blocked and pushed you get to choose which square she ends up in (for a chain push off pitch against a different player perhaps?) and he cannot follow up, value for money IMHO.

Tackle would be a second choice.

Diving Tackle ? not on a witch, she goes prone -2 dodge succeeds, foul city ( witches are only below wardancers in the "its ok to foul" list)

however, Im no expert!

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Re: Witch Elf, third skill.

Post by TuernRedvenom »

glowworm wrote: Diving Tackle ? not on a witch, she goes prone -2 dodge succeeds, foul city ( witches are only below wardancers in the "its ok to foul" list)
Often given as a reason not to take DT but IMO this doesn't hold water. You should make contact with your Blodge, SS, DT player on key opposing players on key moments (and this move often decides the game). First when you go prone you often get the turnover and getting fouled isn't an issue. However if you don't get the TO your opponent is usually scrambling to protect the ball (if they're attempting a dodge vs a DT player they're in deep sh*t already, or taking their last move of the turn) and isn't able to set up a foul.
In the dozens of games I had witch elves with the combo I've literally never seen a witch elf get fouled after going down on DT.
Yes a DT witch will attract blitzes, but it's on such key plays (you shouldn't just throw your witch in anyone's TZ) that happen maybe once or twice in a game. It's well worth the risk because if they don't put down the witch you have a good shot at the ball. The risks outweigh the benefits by far in these situations.
Besides that, you don't always have to put her into a TZ to make use of it. Vs dodgy teams they can completely shut down a running lane (or wide zone) vs teams that can easily dodge through your line.

Tackle is another great option, but if you don't have a Blodge, SS, DT player yet I'd take DT and then Tackle next.
You want two shots at catchers and stunties. Nothing is more frustrating that tossing a bunch of dodge-pows on a critical play. Especcially with a player you picked because he has two shots on em.
Even if you don't put 'em down they still have a DT,SS, Blodge player in their TZ.

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Re: Witch Elf, third skill.

Post by mattgslater »

PO leads to getting fouled, and so does Wrestle. DT not so much, because usually it causes a turnover.

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Re: Witch Elf, third skill.

Post by Grumbledook »

diving tackle or tackle, you don't have any tackle on the team at all at the moment either

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