Wood Elf: advancing in the league
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Wood Elf: advancing in the league
Hi guys,
I coach a Wood Elf team and I like the throwing/passing/running game. Therefore, I love having a decent thrower. Please look at my current team:
1 thrower (pass, accurate, strong arm)
1 catcher (dodge, catch)
2 Wardancers (1 just starting, the other with Block, dodge, leap, strip ball and side step)
8 lineman (1 with block, 1 with Ag5 and one with AG3)
We play a 5 team league with 1 DE, 1 DW, 1 SK and 1 ORC team. I lost my first two games against dwarves (2-3) and Orc (1-4) but won the following 2 against Skaven (3-2) and Orc (3-2). Next on is either the Dwarf team of the Dark Elf. Any hints of tips on:
1. How to approach a AG team like mine (DE);
2. How to approach the Dwarf team. That coach is confident he;'s finally found an effective strategy against my WE and he even kept the Skaven at 1-1.
Thanks guys!
I coach a Wood Elf team and I like the throwing/passing/running game. Therefore, I love having a decent thrower. Please look at my current team:
1 thrower (pass, accurate, strong arm)
1 catcher (dodge, catch)
2 Wardancers (1 just starting, the other with Block, dodge, leap, strip ball and side step)
8 lineman (1 with block, 1 with Ag5 and one with AG3)
We play a 5 team league with 1 DE, 1 DW, 1 SK and 1 ORC team. I lost my first two games against dwarves (2-3) and Orc (1-4) but won the following 2 against Skaven (3-2) and Orc (3-2). Next on is either the Dwarf team of the Dark Elf. Any hints of tips on:
1. How to approach a AG team like mine (DE);
2. How to approach the Dwarf team. That coach is confident he;'s finally found an effective strategy against my WE and he even kept the Skaven at 1-1.
Thanks guys!
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Against Strength teams I would dodge away from the opposing players and get 3 fast players behind his cage.Then you can attack the cage from two sides.
Against AG teams I would go for my own strengh: the passing and running game.
And don't forget to foul the key players like the Witchelves.
Against AG teams I would go for my own strengh: the passing and running game.
And don't forget to foul the key players like the Witchelves.

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- Yavatol
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Actually from the 4-1 loss against Orcs I would say that scoring (or rather keeping on to the ball) might be the problem. Give us something of a clue and we might be able to help.
In general wood elves should be able to outscore most of the other agility teams. Just take as little risks (=dice rolls) as you can while try to force your opponent to take as many as you can possibly dictate. More catchers are badly needed. A good thrower is fine but I find that with enough catchers a skaven like running game is more efficient.
In general wood elves should be able to outscore most of the other agility teams. Just take as little risks (=dice rolls) as you can while try to force your opponent to take as many as you can possibly dictate. More catchers are badly needed. A good thrower is fine but I find that with enough catchers a skaven like running game is more efficient.
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- DoubleSkulls
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Take kick on your next line elf to get a skill.
Against Dwarves kick deep and try to swarm the ball carrier before the cage is formed. Once formed you'll have a devil of a job breaking it down (I'm presuming some Guard and Block on the runners).
Against Dark Elves (or the Skaven) kick short and hope they make a mistake or leave the ball carrier where your War Dancers can get to him.
Against Dwarves kick deep and try to swarm the ball carrier before the cage is formed. Once formed you'll have a devil of a job breaking it down (I'm presuming some Guard and Block on the runners).
Against Dark Elves (or the Skaven) kick short and hope they make a mistake or leave the ball carrier where your War Dancers can get to him.
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Ian 'Double Skulls' Williams
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Orc match
Well, the 4-1 loss against the Orcs can be easily explained. I played my first match in 8 years against the dwarfs (and played like a tactical fool (eg. Advocaat)) and lost not only the match but also 5 players (1 dead and 4 SI). That resulted in lining up only 6 against the Orcs, who knocked out 2 in de KO box rather fast.Yavatol wrote:Actually from the 4-1 loss against Orcs I would say that scoring (or rather keeping on to the ball) might be the problem. Give us something of a clue and we might be able to help.
In general wood elves should be able to outscore most of the other agility teams. Just take as little risks (=dice rolls) as you can while try to force your opponent to take as many as you can possibly dictate. More catchers are badly needed. A good thrower is fine but I find that with enough catchers a skaven like running game is more efficient.
Choosing Kick was on my list, and I think I'll get another cather as well. Any tips on how to place the team while defending?
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a very simple tactic until you learn how to do more complex stuff is;
make sure they can only move 1-2 squares a turn, this will either slow them down enough that they never make it to the EZ or they will end up trying something risky, do not allow them any blocks, one blitz a turn is acceptable
this is not a complete tactic in itself, it may appear to be tho, but it will allow you to also judge and control his movement
also having catchers always behind him will make him spread out his players
reinforcing players you expect to (and/or don't want to) be hit, leaving a gap where he'll have problems getting to (like the opposite side of the field to his cage)
now getting the ball off of him, is something you have to learn with experience
make sure they can only move 1-2 squares a turn, this will either slow them down enough that they never make it to the EZ or they will end up trying something risky, do not allow them any blocks, one blitz a turn is acceptable
this is not a complete tactic in itself, it may appear to be tho, but it will allow you to also judge and control his movement
also having catchers always behind him will make him spread out his players
reinforcing players you expect to (and/or don't want to) be hit, leaving a gap where he'll have problems getting to (like the opposite side of the field to his cage)
now getting the ball off of him, is something you have to learn with experience
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I FEEL THE NEED... THE NEED FOR WEED!!!
It's called BloodBOWL!!!
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Cusi 1975-2004
We'll miss ya dude
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It's called BloodBOWL!!!
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Cusi 1975-2004
We'll miss ya dude
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Hm...from the Dark Elves side I can tell you that he will try to make the game with is Spezialists like Blitzer or Witchelves. Dont run at the lines, because Witchelves have Frenzy and are able to kick your ass into the crowd. The Witchelve is often the keyplayer so foul her. The Blitzers if experienced are also a bringer for DE, so keep them in mind.
Against Dwarfs keep in mind that Long Beards have Tackle, so you Dodge skill wont help you much against them
You are quicker then the DarkElves so use your advantage and outrun him if possible but only if enough are down to make the play.
mfg Bernd
Against Dwarfs keep in mind that Long Beards have Tackle, so you Dodge skill wont help you much against them

You are quicker then the DarkElves so use your advantage and outrun him if possible but only if enough are down to make the play.
mfg Bernd
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Your hand ist broken? Thats all??? Go back on the field!!!
Leage Champion 04
Leages: 4th - 05, 3rd - 06 and 07
2nd at Kaiserbowl I 2005
7th at singleplayerrating at Eurobowl 06
Leage Champion 04
Leages: 4th - 05, 3rd - 06 and 07
2nd at Kaiserbowl I 2005
7th at singleplayerrating at Eurobowl 06
- Yavatol
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Befor you dodge everything away, try to take as many 2 dice blocks that will leave your players free on a push first. These have a better chance of not failing than dodging away, with any luck you even might injure someone. Also hunt down throwers while you can. Remember to restrict the cage sideways movements.
Also remember to interdict your opponents movement. Nothing is more annoying for a slower team to be forced to risk dodges to get the right assists. This means putting your guys at risk and to judge when such risks need to be taken takes some skill and experience. Als a good elf play is characterized by spread out players. Always set up on receiver in scoring position, so that when you retrieve the ball you can immediately score.
As for something more complex. Try guiding the cage towards the sidelines. I have seen many a coach put the ball carrier to close to the side lines. With the right blocks and blitzes you might be able to push him out and then the ball is yours. A tight cage is always very dangerous against wood elves.
Also remember to interdict your opponents movement. Nothing is more annoying for a slower team to be forced to risk dodges to get the right assists. This means putting your guys at risk and to judge when such risks need to be taken takes some skill and experience. Als a good elf play is characterized by spread out players. Always set up on receiver in scoring position, so that when you retrieve the ball you can immediately score.
As for something more complex. Try guiding the cage towards the sidelines. I have seen many a coach put the ball carrier to close to the side lines. With the right blocks and blitzes you might be able to push him out and then the ball is yours. A tight cage is always very dangerous against wood elves.
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And that's 4
Well, coping nicely here. After losing the first two matches, I got my fourth consecutive win last night, beating a DE team 4-2. This Sunday, I outscored a necromantic team, suffering just one BH.
Rolled Double on a lineman and gave him Leader, since I only have 2 RR. Any better choices?
Rolled Double on a lineman and gave him Leader, since I only have 2 RR. Any better choices?
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- crunked1
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most elves can't block due to low armor, but those who can should sence the treeman has been dropped. so try to get improvements like block, guard and tackle. those should be your los players IMO.
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[color=orange]nuffle[/color] needs to bless my dice sometime...
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Well, you need to get safe throw on that thrower ASAP.
Just keep him deep, flood the offensive zone with 5+ recievers and get two turn TDs ever time.
But offense is foolishly easy with wood elfs that have a proper thrower and a catcher or two.
Defense is the hard part. But, I've found with wood elfs, you have to learn when to allow TDs, for your teams survival.
Against other agile teams, put as much pressure on the thrower as possible, the catcher and a line elf should be enough.
Then mark as many recievers as possible, and hope that they force a play and screw up.
The problem with this theory, however, is that there is no other team that will try to play an agile game against woodies, atleast not if the coach is any good. Even a high elf team will pound the ball, because they can.
So, its defense against bashy teams that are the problem. Obviously, game situations will demand exactly how you stop them, but having a sound idea of what's best is always good. Here are some thoughts I try to keep in mind when playing my woodies...
-your stripballer WD is the ultimate defense. He should be able to get to the ball carrier every turn if necessary. That means he needs to sit in the backfield, smack dab in the middle. Only if they form up that cage should he drift to one side of the field.
-put pressure on ball carriers immediately. That means your catcher and second WD. Have one break into his backfield ASAP. This player also becomes your target for the turnover-TD conversion. The moment you pop that ball free, give it to him and let him run it in for a score. If you get one turnover, you should win your game.
-give him one hit a turn. with AV 7, you should never leave any of your elfs next to one of his guys. He will hit you, and you will get hurt. Exception: mark his ball carrier if you can, as long as only the ballcarrier is adjacent to your player. Sidestepping, shadowing, Blodgy catchers are ridiculous at this. Develop one this way and your opponents will rip their hair out.
-give him a square a turn. That's it. If he cages up, form a wall right in front of him, one square off of his players, which wraps up and around his sides. Make it so he has to blitz a hole, and then have no other choice to move forward unless he wants to allow you to throw lots of blocks on your turn.
-let him score if he's gonna. Keep the pressure on, but don't sacrifice your WDs to get a small chance at knocking the ball free. Win games 5-4, not 1-0. Plus, I've found that once you open up a two TD lead, your opponent starts pressing, makes more mistakes, which you turn into TD.
-protect your WDs. All elfs can throw, catch, run and dodge in a pinch. WDs play defense, and that is rare for the woodies. If your opponent gets one out of the game, your in tough shape. If he gets both, then you better have a lead, because it will be next to impossible to stop him.
-have fun. Remember, elfs can make the play. (as long as they have a reroll
)
Just keep him deep, flood the offensive zone with 5+ recievers and get two turn TDs ever time.
But offense is foolishly easy with wood elfs that have a proper thrower and a catcher or two.
Defense is the hard part. But, I've found with wood elfs, you have to learn when to allow TDs, for your teams survival.
Against other agile teams, put as much pressure on the thrower as possible, the catcher and a line elf should be enough.
Then mark as many recievers as possible, and hope that they force a play and screw up.
The problem with this theory, however, is that there is no other team that will try to play an agile game against woodies, atleast not if the coach is any good. Even a high elf team will pound the ball, because they can.
So, its defense against bashy teams that are the problem. Obviously, game situations will demand exactly how you stop them, but having a sound idea of what's best is always good. Here are some thoughts I try to keep in mind when playing my woodies...
-your stripballer WD is the ultimate defense. He should be able to get to the ball carrier every turn if necessary. That means he needs to sit in the backfield, smack dab in the middle. Only if they form up that cage should he drift to one side of the field.
-put pressure on ball carriers immediately. That means your catcher and second WD. Have one break into his backfield ASAP. This player also becomes your target for the turnover-TD conversion. The moment you pop that ball free, give it to him and let him run it in for a score. If you get one turnover, you should win your game.
-give him one hit a turn. with AV 7, you should never leave any of your elfs next to one of his guys. He will hit you, and you will get hurt. Exception: mark his ball carrier if you can, as long as only the ballcarrier is adjacent to your player. Sidestepping, shadowing, Blodgy catchers are ridiculous at this. Develop one this way and your opponents will rip their hair out.
-give him a square a turn. That's it. If he cages up, form a wall right in front of him, one square off of his players, which wraps up and around his sides. Make it so he has to blitz a hole, and then have no other choice to move forward unless he wants to allow you to throw lots of blocks on your turn.
-let him score if he's gonna. Keep the pressure on, but don't sacrifice your WDs to get a small chance at knocking the ball free. Win games 5-4, not 1-0. Plus, I've found that once you open up a two TD lead, your opponent starts pressing, makes more mistakes, which you turn into TD.
-protect your WDs. All elfs can throw, catch, run and dodge in a pinch. WDs play defense, and that is rare for the woodies. If your opponent gets one out of the game, your in tough shape. If he gets both, then you better have a lead, because it will be next to impossible to stop him.
-have fun. Remember, elfs can make the play. (as long as they have a reroll

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Member of the DorkaMorka Blood Bowl League (DMBBL) of the Greater Boston Area
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And a draw
Yesterday played the leader of the league (I am second) and managed to get a draw, despite being able to line up very few Woodies. I got BH a lot but after he scored 2-1 the crowd got involved, creatinga Pitch invasion and knocking over 6 (!!) of his players, leaving a very nice hole in the middle. I am now one point behind him and have 3 games left to play (Skaven, Dark Elf and Necromantic).
Anyway, I got some scars left from this game: my Line elf with Leader lost one MA (my F*cking medic refused), only got 20000 on winnings and lost 1 FF, but my two catchers gained a skill. Gave the rookie one Block, but I am in doubt with the other. He's got Blodge and catch and I am tempted to give him Diving catch, since I am planning to get me another thrower with Hail Mary. But still, Side step is very nice as well, but I must admit I like to vary a bit.
Any thoughts?
Anyway, I got some scars left from this game: my Line elf with Leader lost one MA (my F*cking medic refused), only got 20000 on winnings and lost 1 FF, but my two catchers gained a skill. Gave the rookie one Block, but I am in doubt with the other. He's got Blodge and catch and I am tempted to give him Diving catch, since I am planning to get me another thrower with Hail Mary. But still, Side step is very nice as well, but I must admit I like to vary a bit.
Any thoughts?
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- Yavatol
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Don't take diving catch, it's a wasted skill.
Take side step as you'll be playing frenzy in two of the three up comming matches. Otherwise, pass block might be useful against the skaven and dark elves. Diving tackle can also be an option defending against those elves, gutter runners and ghouls.
Take side step as you'll be playing frenzy in two of the three up comming matches. Otherwise, pass block might be useful against the skaven and dark elves. Diving tackle can also be an option defending against those elves, gutter runners and ghouls.
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