Starting a Wood Elf Team
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Starting a Wood Elf Team
Hey, pretty new to the forums. Basically, I wanted to start a Wood Elf team, and wanted to see if this team roster would work.
2 Wardancers
2 Throwers
2 Catchers
5 Linemen
Team Apothecary
I'd also like some help planning out which skills to take, when (if) I can get them for my players.
2 Wardancers
2 Throwers
2 Catchers
5 Linemen
Team Apothecary
I'd also like some help planning out which skills to take, when (if) I can get them for my players.
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- Mr. Zlurpee
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Assuming you are in a LRB5.0 league there are alot of usefull ideas in this thread.
If its a 4.0 league then never mind.
If its a 4.0 league then never mind.

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- Shaggy
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From my post in that thread.
This still applies.Mad Jackal wrote:Posted: Tue Sep 05, 2006 10:59 pm Post subject:
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I don't consider FF an important buy because while it may give +1 to winnings or rarely +2 due to the fame, Winning gives +1 always AND allows you to re-roll your winnings roll. And so mcuh depends on your opponent's FF and the 2d6 you both roll.
Also, I do consider re-rolls cost double after initial buy, BUT (50k x 2 = 100k) while WarDancers and Trees are 120k each. The apoth of course adn players always stay the same price.
My start (once trees were allowed on the roster) is thus.
2 WarDancers 240k
1 Tree 120k
8 Line Elves 560k
1 re-roll 50 k
0 FF
and saving 30k.
Saving 30k assures you the apoth if you win and zero FF ensures you gain a FF when you win. You also have to roll a one if you lose to not be able to afford the apoth after match one as well. Another decent start would be to upgrade a lineelf for 20k to a thrower who would be able to take leader quickly. (Not my 1st choice of starts, but one for the re-roll hounds.)
The tree is there to soak damage and draw attention. Especially if you score a lot you will kick a lot. Both WarDancers are there to provide you with dominance if in a new league or competance if in an established league. Right off the shelf, two wardancers can take on nearly anything. Thier dodge allows you to get away from damage or to a target. And their move boost over a line elf acts like sure feet re-roll (only way better).
The 1st priorities (after buying the apoth) of my teams are Strip Ball WarDancers and a Kick Line Elf. So in fact I do not mind if the WarDancer take spp in the first match or two to get to 6 spp. Once they strip ball they can be regulated back to only blitzing the ball free.
I buy the WarDancers and Trees before the 2nd or 3rd re-roll at the start for simple economics. I'd rather pay 100k for a re-roll a few games in than have to wait another (maybe) to get that other positional. Especially multiple positionals. Getting to 120k is not as easy as it used to be. And definately not as easy as 100k.
Winning drives your low FF up nearly automatically. And the occasional loss will not (the majority of the time) drop it.
Starting with FF 8 means when you win, odds are it will not increase, but the 1st loss will drop it to 7. So any purchased FF granted Fame seems to me to be slowly transfered as a +1 to winnings and a - to FF, net gain zero. I'd rather spend the 10k on an assistant or cheerleader to take advantage of the multiple times I'm going off the kick off chart. +1 from fame is very easily cancelled by 1 cheerleader or 1 assistant coach (on those results).
After the apoth and a re-roll or two are purchased I'll start buying catchers.
Sometimes it is to replace a deal line elf, but hopefully due to the tree and decent play you'll be adding players to your roster until you get to about 14 players.
-sorry it wasn't well laid out, it is late and I'm very tired. we can talk specific points if you like.
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
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- wesleytj
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i know it sounds like a good idea, but DO NOT start with a thrower. your line elves should be throwing completions early in the team's development. it's important to make sure everybody on your team gets spp because your line elves are very important players, that's why you have to pay so much for them. if you give them all a completion, then no matter who gets the MVP each game, they should get a skill.
a line elf is roughly as good at passing as a rookie human thrower, so you have to think of your whole team, essentially, as throwers and catchers. ag4 and ma7 is an awesome thing to have on a whole team, so don't waste it.
if you start with a thrower, then naturally he will do the vast majority of the passing, and it will essentially stunt the growth of the rest of your team.
all of this is somewhat true for the catcher as well, you will find yourself relying on the catcher to do all your scoring, which is really unnecessary, especially early on in the team's growth.
hope that helps.
a line elf is roughly as good at passing as a rookie human thrower, so you have to think of your whole team, essentially, as throwers and catchers. ag4 and ma7 is an awesome thing to have on a whole team, so don't waste it.
if you start with a thrower, then naturally he will do the vast majority of the passing, and it will essentially stunt the growth of the rest of your team.
all of this is somewhat true for the catcher as well, you will find yourself relying on the catcher to do all your scoring, which is really unnecessary, especially early on in the team's growth.
hope that helps.
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- Super Star
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I like starting with a thrower so that I have someone with instant access to passing skills (safe throw is really useful for woodies when playing against other elves). I agree with spreading the passing around for SPPs, but I want to know that I have a go to guy in a pinch. But I would only recommend one.
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Ok, I see where you're going with the thrower. I'll drop him for another line elf and drop 3 FF to get another re-roll.
But still, the catcher is faster, can be faster, and can have more skills. I think this is worth it.
New Roster
1 Wardancer 120k
1 Catcher 90k
9 Line Elves 630k
2 Re-rolls 100k
Apothecary 50k
1x FF 10k
But still, the catcher is faster, can be faster, and can have more skills. I think this is worth it.
New Roster
1 Wardancer 120k
1 Catcher 90k
9 Line Elves 630k
2 Re-rolls 100k
Apothecary 50k
1x FF 10k
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- Shaggy
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You can start with a Thrower, you just have to be very controlled and use him only for assisting and the like while your line elves get passing spp.
I would argue if you take the thrower for access to passing skills like Safe throw, then you will rapidly find him trying to use his safe throw and passing...... The only reason to get the thrower at the start in my opinion is to get a Leader for 20k instead of buying it at 50k or 100k.
(and for having the pass skill if a desperate 1 or 2 turn drive at the end of the game presents itself.)
But to each his own.
I would argue if you take the thrower for access to passing skills like Safe throw, then you will rapidly find him trying to use his safe throw and passing...... The only reason to get the thrower at the start in my opinion is to get a Leader for 20k instead of buying it at 50k or 100k.
(and for having the pass skill if a desperate 1 or 2 turn drive at the end of the game presents itself.)
But to each his own.
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
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Well, since I've got my roster settled (more or less), what are skills that are important for my players? I heard strip ball is essential for the wardancer, and that makes sense to me.
I also had the thought that giving the Catcher sprint and sure feet would do well to get him to the other end of the field even faster.
I also had the thought that giving the Catcher sprint and sure feet would do well to get him to the other end of the field even faster.
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- wesleytj
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you do want strip ball on a wardancer, also dauntless and tackle are very nice. doubles usually means mighty blow - it's nice to be able to take a few of your opponents players off the pitch now and then to help keep the balance a little more even.
i don't recommend sprint/sure feet on catchers unless they get +ma first, because then they can score in one turn. if they can't there are more useful skills. block for instance. other good ones include sidestep, passblock, and leap. every developed wood elf team should have at least one catcher with leap, it causes opponents fits because they have to account for that player at all times.
with line elves, i'd recommend having several take block first, and others dodge. doubles is always guard. you'll also want at least one kicker. beyond that, skills like fend, diving tackle, and side step are never bad ideas. if you have a league where many/most of your opponents have a lot of high st players, some line elves with dauntless are a good idea too, if not, then leave that more exclusively for the wd's.
i don't recommend sprint/sure feet on catchers unless they get +ma first, because then they can score in one turn. if they can't there are more useful skills. block for instance. other good ones include sidestep, passblock, and leap. every developed wood elf team should have at least one catcher with leap, it causes opponents fits because they have to account for that player at all times.
with line elves, i'd recommend having several take block first, and others dodge. doubles is always guard. you'll also want at least one kicker. beyond that, skills like fend, diving tackle, and side step are never bad ideas. if you have a league where many/most of your opponents have a lot of high st players, some line elves with dauntless are a good idea too, if not, then leave that more exclusively for the wd's.
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- Shaggy
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I would prefer not to take wrestle. I figure if I have to leave him standing by applying my block skill instead of going prone for him to foul me, then I'll just get the ball carrier another time.
120k is way to expensive to leave on the ground at av 7 and not use blodge for protection.
I would sooner take strip ball, tackle, and dauntless to get to those pesky 4st ball carriers or star players.
I would also look to replace the block selection on linemen with more wrestle. Then, if you want to wrestle a guy down the option is available in cheaper form. And line elves are fast enough to out run most opponents even from prone.
Jugernaut is a Very good doubles skill too. Especially agaisnt non sure hands opponents. Turn the block result into a push and then strip it instead of taking the guy down inside the cage...
120k is way to expensive to leave on the ground at av 7 and not use blodge for protection.
I would sooner take strip ball, tackle, and dauntless to get to those pesky 4st ball carriers or star players.
I would also look to replace the block selection on linemen with more wrestle. Then, if you want to wrestle a guy down the option is available in cheaper form. And line elves are fast enough to out run most opponents even from prone.
Jugernaut is a Very good doubles skill too. Especially agaisnt non sure hands opponents. Turn the block result into a push and then strip it instead of taking the guy down inside the cage...
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Icepelt is my Hero.
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