Doubles on Wood Elves help
Posted: Thu Apr 07, 2011 5:14 pm
I have had some good fortune with my wood elf team skill rolls over several seasons and recently rolled several more doubles. I realize you can never have too much guard, but I am actually debating it on these players and this team and league. I am playing in the top division of a 48 team league, so all of my matches are against other top teams, but I am usually giving away inducements, some times a good bit of inducement. My remaining schedule this season will be against 2 Skaven, 2 Chaos and a Dark Elf team. Based on the current standings in Div 1 and Div 2 I anticipate next season's division to be comprised of 2x Skaven, 2x Chaos 2 Dark Elf and a Norse team. The chaos teams are not overloaded with guard either.
Current Roster w/anticipated next skill in brackets
Treeman 2-6-1-10 - 36spps; Grab, Guard, Multi Block [break tackle]
War Dancer 8-4-5-7 -65spps; Tackle, SS [Fend]
War Dancer 8-3-4-7 - 60spps; MB, Guard, Tackle, Strip Ball [SS/Dauntless?]
Thrower 7-3-4-7-10 - 10spps; Accurate [dodge/block]
Catcher 9-2-4-7- 59spps; Blk, SS, Sure Feet [leap]
Catcher 8-2-4-7-56spps; Blk, Tackle, Dauntless; Strip Ball [SS?]
Catcher 8-2-5-7-28spps; Block [pass block]
Catcher 8-2-4-7-6spps; Doubles
Line 7-3-4-7-43spps; Wrestle,Dodge, SS [Dauntless/Jump Up]
Line 7-3-4-7-34spps; Wrestle, Kick, Doubles
Line 6-3-4-7-31spps; Block, Guard, Dodge
Line 7-3-4-7-23spps; Block, Dodge [SS]
Line 7-3-4-7-22spps; Wrestle, Guard [Dodge/Jump Up/SS][/color]
3 RRs, Apoth, FF11 for TV2270 before choosing these two skills.
AV7 doesn't hold up forever but I already have 3 mobile guards plus the tree when he isn't planted and the division isn't overloaded with a need for it currently or anticipated. I am also already paying a 40k SE tax each match so efficiency is starting to come into play in a big way. I had planned to give the kicker diving tackle and the catcher block and develop him along the lines of the block/tackle catcher above. While I hate trying to make it another 10SPPs to block, giving him guard seem reasonable enough, I'm just not sure how often nerves of steel would really come up either. The kicker seems most confusing to me, as I try not to play him on offense and he is often set up in space by himself on defense, though he obviously ends up in the mix after the kick-off. Diving Tackle had been my original plan to help deal with all of the gutter runners and elves dodging about the place. Mighty blow is a consideration to me as he does find himself throwing a decent number of blocks and the team could use a little more pop with all the AV7 it should be facing over the next 20 games or so.
Since its inevitably coming shortly I'll ask about two others, is the notion of pass block for the ag5 catcher worthwhile at this stage? In part I am hoping to help deal with some of the quick strike skaven TDs that is really the one thing I can struggle with on this team. I have also considered sure hands for him to help pick up the loose balls in traffic, with leap being a strong candidate at 51SPPs in either case. The uber war dancer that is the glue of the team isn't far away from a level either, and am leaning towards Fend to help extend the life of the most hunted player in the league.
Any thoughts or advice appreciated.
Current Roster w/anticipated next skill in brackets
Treeman 2-6-1-10 - 36spps; Grab, Guard, Multi Block [break tackle]
War Dancer 8-4-5-7 -65spps; Tackle, SS [Fend]
War Dancer 8-3-4-7 - 60spps; MB, Guard, Tackle, Strip Ball [SS/Dauntless?]
Thrower 7-3-4-7-10 - 10spps; Accurate [dodge/block]
Catcher 9-2-4-7- 59spps; Blk, SS, Sure Feet [leap]
Catcher 8-2-4-7-56spps; Blk, Tackle, Dauntless; Strip Ball [SS?]
Catcher 8-2-5-7-28spps; Block [pass block]
Catcher 8-2-4-7-6spps; Doubles
Line 7-3-4-7-43spps; Wrestle,Dodge, SS [Dauntless/Jump Up]
Line 7-3-4-7-34spps; Wrestle, Kick, Doubles
Line 6-3-4-7-31spps; Block, Guard, Dodge
Line 7-3-4-7-23spps; Block, Dodge [SS]
Line 7-3-4-7-22spps; Wrestle, Guard [Dodge/Jump Up/SS][/color]
3 RRs, Apoth, FF11 for TV2270 before choosing these two skills.
AV7 doesn't hold up forever but I already have 3 mobile guards plus the tree when he isn't planted and the division isn't overloaded with a need for it currently or anticipated. I am also already paying a 40k SE tax each match so efficiency is starting to come into play in a big way. I had planned to give the kicker diving tackle and the catcher block and develop him along the lines of the block/tackle catcher above. While I hate trying to make it another 10SPPs to block, giving him guard seem reasonable enough, I'm just not sure how often nerves of steel would really come up either. The kicker seems most confusing to me, as I try not to play him on offense and he is often set up in space by himself on defense, though he obviously ends up in the mix after the kick-off. Diving Tackle had been my original plan to help deal with all of the gutter runners and elves dodging about the place. Mighty blow is a consideration to me as he does find himself throwing a decent number of blocks and the team could use a little more pop with all the AV7 it should be facing over the next 20 games or so.
Since its inevitably coming shortly I'll ask about two others, is the notion of pass block for the ag5 catcher worthwhile at this stage? In part I am hoping to help deal with some of the quick strike skaven TDs that is really the one thing I can struggle with on this team. I have also considered sure hands for him to help pick up the loose balls in traffic, with leap being a strong candidate at 51SPPs in either case. The uber war dancer that is the glue of the team isn't far away from a level either, and am leaning towards Fend to help extend the life of the most hunted player in the league.
Any thoughts or advice appreciated.