Presenting: Waldgiest
Posted: Mon Aug 15, 2011 5:09 pm
I wanted to show my newest musing to the people of Talkfantasyfootball. All comments are tolerated and most will be welcomed (I don't want to lie, some comments just hurt... but if it is about the team concept, I want to hear them anyway).
So, I present the Waldgiest or 'spirits of the woods'.
0-16 Redcaps - 5/1/3/7 - Dodge, Stunty, Right Stuff, Titchy, Stab - A/GSP - 40K
0-6 Dryads - 5/3/3/8 - Side Step, Thick Skull - GA/SP - 80K
0-2 Treekin - 3/5/1/8 - Thick Skull, Disturbing Presence, Frenzy, Might Blow - S/GAP - 110K
0-1 Treeman 2/6/1/10 - Loner, Might Blow, Thick Skull, Take Root, Throw Team Mate, Stand Firm, Strong Arm - 120K
Reroll 70K
Redcaps - The redcaps little evil fae often confused with tiny goblins with knifes. They always carry knives! The team will always have a few on the field, and they are trouble makers. Being stunty and titchy means they can get to anyone, and with stab, there is always a small chance of hurting someone on the field. They are also your 1 turn scorer in a bind. The downside of the Redcaps is that they drop like flies on the field. Almost everyone will 3 die block them given a chance, and without block, they will go down. They are rather slow, and a the same price as your thrall or goblin, both of which are much better than the redcaps on defense.
Dryads - the work horse of the team. On offense, the dryads will be the ball handler, although without any speed or skills to help them in this role. Thick Skull will help them survive the beatings they will get, but until they pick up Block and Dodge, don't expect much from them. Much of your cage will be formed by dryads, since side step will allow you to hold off many opponents.
On defense, the dryads will probably be your living road block, falling in front of the opposing team, slowing progress. If you get lucky, side step might allow them to move right next to the ball handler.
Treekin - Although similar looking to the treeman, treekin are actually spirits that briefly inhabit dead trees. With Frenzy and Mighty blow, they are good at punching holes in to the defense line for the dryads to move through, but will be unlikely to assist much more then that with 3 movement. On defense, there job will be to strike down cages if they can get close, or cut off areas of the field if they can't.
Treeman - He is the wall.
So, I present the Waldgiest or 'spirits of the woods'.
0-16 Redcaps - 5/1/3/7 - Dodge, Stunty, Right Stuff, Titchy, Stab - A/GSP - 40K
0-6 Dryads - 5/3/3/8 - Side Step, Thick Skull - GA/SP - 80K
0-2 Treekin - 3/5/1/8 - Thick Skull, Disturbing Presence, Frenzy, Might Blow - S/GAP - 110K
0-1 Treeman 2/6/1/10 - Loner, Might Blow, Thick Skull, Take Root, Throw Team Mate, Stand Firm, Strong Arm - 120K
Reroll 70K
Redcaps - The redcaps little evil fae often confused with tiny goblins with knifes. They always carry knives! The team will always have a few on the field, and they are trouble makers. Being stunty and titchy means they can get to anyone, and with stab, there is always a small chance of hurting someone on the field. They are also your 1 turn scorer in a bind. The downside of the Redcaps is that they drop like flies on the field. Almost everyone will 3 die block them given a chance, and without block, they will go down. They are rather slow, and a the same price as your thrall or goblin, both of which are much better than the redcaps on defense.
Dryads - the work horse of the team. On offense, the dryads will be the ball handler, although without any speed or skills to help them in this role. Thick Skull will help them survive the beatings they will get, but until they pick up Block and Dodge, don't expect much from them. Much of your cage will be formed by dryads, since side step will allow you to hold off many opponents.
On defense, the dryads will probably be your living road block, falling in front of the opposing team, slowing progress. If you get lucky, side step might allow them to move right next to the ball handler.
Treekin - Although similar looking to the treeman, treekin are actually spirits that briefly inhabit dead trees. With Frenzy and Mighty blow, they are good at punching holes in to the defense line for the dryads to move through, but will be unlikely to assist much more then that with 3 movement. On defense, there job will be to strike down cages if they can get close, or cut off areas of the field if they can't.
Treeman - He is the wall.