Starting Wood Elves

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mattgslater
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Post by mattgslater »

On Wood Elves, maybe. Or take the Thrower with the understanding that he's there to get you Leader. One instance of Pass is not quite as good as an AC+CL, though it's probably better than either alone, and none of the P skills (except maybe Leader) tremendously outcompetes the best G or A skill available. NoS is good on an elf, but it's really more of a doubles thing for a Catcher, as the high MA and Dodge complement it well.

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Post by PubBowler »

one_second_of_insanity wrote:So drop the thrower all together and replace with either a lino or another catcher?
Yes, I think so. And said so on page 1, 3 and now 4.

If you're not going to take Leader (and you seem settled on 3 reroll)) then a Catcher is more useful to you than a thrower and frees up a skill choice to boot.

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Post by one_second_of_insanity »

Sorry I seem to be a little bit of a slow learner, the advice offered so far has been a great help and out of my first 6 games I am sitting on a 50% win ratio with the biggest win being 4-0 whilst both the losses were only by 1 (and 1 of them was my very first game), all your guys patience with me is greatly appreciated and going to have a leader rr seems like a really good way to go as i was trying to free up about 50k so it might work well (I am going to try a tree in my next half a dozen games to just see how it alters the team dynamic)

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Post by whitetiger »

PubBowler wrote:
one_second_of_insanity wrote:So drop the thrower all together and replace with either a lino or another catcher?
Yes, I think so. And said so on page 1, 3 and now 4.

If you're not going to take Leader (and you seem settled on 3 reroll)) then a Catcher is more useful to you than a thrower and frees up a skill choice to boot.
PubBowler, sorry, but I've got to totally disagree. Keep the thrower. You've got pass on him, pass is a great skill. It saves team rerolls. Take a lot of skills that have built in rerolls. Pass, dodge, catch are the 3 big ones. That way, you can save your Team ReRolls for bad block dice and such. A decent progression on an elf thrower is the pass he comes with, then dodge to keep him on his feet, then accurate, and then Leader. Until you develope your skills as a coach, go for the skills that give you rerolls. It'll cause you a lot less grieve with turnovers.

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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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Post by PubBowler »

whitetiger wrote:
PubBowler wrote:
one_second_of_insanity wrote:So drop the thrower all together and replace with either a lino or another catcher?
Yes, I think so. And said so on page 1, 3 and now 4.

If you're not going to take Leader (and you seem settled on 3 reroll)) then a Catcher is more useful to you than a thrower and frees up a skill choice to boot.
PubBowler, sorry, but I've got to totally disagree. Keep the thrower. You've got pass on him, pass is a great skill. It saves team rerolls. Take a lot of skills that have built in rerolls. Pass, dodge, catch are the 3 big ones. That way, you can save your Team ReRolls for bad block dice and such. A decent progression on an elf thrower is the pass he comes with, then dodge to keep him on his feet, then accurate, and then Leader. Until you develope your skills as a coach, go for the skills that give you rerolls. It'll cause you a lot less grieve with turnovers.
This is for a tournie.
Without development potential Catchers are better.

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Post by whitetiger »

For a tourney without skill ups, now it's a toss up. Depends on what kind of style you wish to play. I still like skills with built in rerolls. The thrower gives you an automatic. I'd definately want at least 2 catchers and a Wardancer.

I thought one_second_of_insanity was in a league. If so, stick with the thrower.

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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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Post by PubBowler »

whitetiger wrote: I still like skills with built in rerolls. The thrower gives you an automatic.
I'm becoming curious about what you think the Catchers Catch and Dodge skills do?

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Post by whitetiger »

PubBowler wrote:
whitetiger wrote: I still like skills with built in rerolls. The thrower gives you an automatic.
I'm becoming curious about what you think the Catchers Catch and Dodge skills do?
The beauty of the thing is that you've got a thrower with pass on one end of the play and a catcher with dodge and catch on the other. You can then use your team reroll on a failed block. If at the beginning of a play, you roll skulls or both down, you use the team reroll, then you have a lineman go pick up the ball, do you throw or not? With a passer, it isn't a question.

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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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Post by one_second_of_insanity »

It is for an upcoming tourney with an initial choice of 4 normal skills available (max one per player) and at the end of 3 rounds another draft of skills or stat increases for another 2 players (cannot be on a player that has already received a skill).

I will most probably be taking a wood elf team in the next season of our league (starts in July we are playing the semis at the moment for this season) but that will start at TV100.

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Post by mattgslater »

I think when you're talking about the first two, Catchers are better. After that, Throwers are better because they don't come with a ST hit.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by one_second_of_insanity »

Well since starting this thread to where I am now, I have gone from a complete novice to someone that is able to hold his own on the pitch (over 50% win ratio which is nice) and still learning a lot from every game I play, its great I am getting 6 games a month in which is helping a lot, I have been tweaking with my 1.2 mill resurrection tourney roster a lot, currently it stands at:

2 Wardancers
2 Throwers
3 Catchers
1 Treeman
4 Line Elves
2 Rerolls
1 FanFactor (we HAVE to have at least this much)

The 4 normal skill choices that we start with are:

Wardancer 1: Frenzy
Thrower 2: Leader
Line Elf 4: Kick
Treeman: Guard

The treeman is performing very well and has proved to be the perfect toughening mechanism for the team. I have tried to employ him a way to split the pitch into 2 halves as suggested earlier in the thread and it is working well, most of the elf teams I have played against just dodge away but it gives me a safe pocket to move through and usually scares people from following up successful blocks against linos.

As far as skills go, I found that I really missed my third reroll that I had to sacrifice when purchasing the Tree and so that changed the team completely (previously only 2 catchers but with block and dodge) I grabbed leader as the reroll has never gone astray and added another catcher as they really get picked on and without block still go squish a little too easily so an extra can never go amiss plus it now usually gives me 3+ receiving options on offense and virtually no team can cover all of them plus put pressure on my ball carrier. The 'Dancer with frenzy is a wonderful thing to behold and can threaten ball carriers and players near the sidelines effectively, when combined with a tree dominating the centre of the pitch it leaves very little room to maneuver.

Anyway enough rambling from me, just happy with how the team is coming together and coming up with a few good (or so I think) defensive strategies.

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Post by PubBowler »

I would swap Guard on the tree for Strip Ball on your 2nd Wardancer.

It's your call but do try Strip Ball before you dismiss it.

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Post by Mad Jackal »

PubBowler wrote:I would swap Guard on the tree for Strip Ball on your 2nd Wardancer.

It's your call but do try Strip Ball before you dismiss it.
Oh let me agree here.

Strip ball Wardancers is the way to play Wood Elves in my opinion.

And after a turn or two I never have any elves near my Tree anyway.

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Post by PubBowler »

Mad Jackal wrote:
PubBowler wrote:I would swap Guard on the tree for Strip Ball on your 2nd Wardancer.

It's your call but do try Strip Ball before you dismiss it.
Oh let me agree here.

Strip ball Wardancers is the way to play Wood Elves in my opinion.

And after a turn or two I never have any elves near my Tree anyway.
I will allow it.
But just this once mind...

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Post by whitetiger »

While I agree that Strip Ball on a Wardancer is a wonderful thing in a League, I'd leave the Guard on the tree for a tourney. Gives you more punch on the line and helps protect the WE linemen you are required to put there at the beginning of a kickoff.

Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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