MA9 Wardancer

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Cramy
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Post by Cramy »

Oh yes. If you have a STR4 Blodging Elf, he needs frenzy next. If you roll doubles with him, Mighty Blow.

So in that case, don't give Frenzy to a Wardancer. You only need Frenzy on one player. Give Side Step to the Wardancer.

That's one of the fun things about all elf teams. How you develop them really depends on your skill rolls. There is no cookie-cutter development for them.

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whitetiger
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Post by whitetiger »

Definately. Put the frenzy on that 4 ST lino and concentrate your Wardancers on attacking the ball carrier or picking up the ball and running.

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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.
PubBowler
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Post by PubBowler »

Cramy wrote: You only need Frenzy on one player.
Thoroughly disagree.

Even on a mobile team like Wood Elves at least two people with Frenzy are a must.

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Post by Ogre Marauder »

Hi folks,

Agree with PubBowler on this one - one is a target, two is a threat and all that... :)

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Post by whitetiger »

Yep, put frenzy on the 4 ST guy and blow holes in the enemy's wide zones and then frenzy on another lino to go downfield and cover the catchers.

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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 stashman »

I see a new dimension of the teams development :lol:

Frenzy on ST4 lineelf!

Another line with Frenzy + (wrestle or block) to take down the opponents.

I have a nice lineelf thats going to be a good one (if he survives).

7 3 5 8 Nothing!!! (going for either block or leap as next skill)

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Magictobe
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Post by Magictobe »

The problem with frenzy on line-elf's is that I want first block, dodge and side step on my line-elfs. After 22 games in the league I have no line elf that has reached 51 SPP.

Frenzy is a skill that you can give verry quick to a wardancer. They already have blodge and you have ball carriers enough that you do not need the wardancer turning into ball carriers.

One should be a ball retracter (stripp ball, tackle, wrestle,...) and one should be a assistent (guard,...) and pitch clearer (frenzy,...)

More frenzy in a team is good. We can know because we have learned it from frenzy mats (aka De great MC). He is the king of clearing pitches with frenzy. One frenzy guy and you are save at two squares of the side of the pitch. Two guys with frenzy and you are save at four squares of the side ...

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Post by tenwit »

Magictobe wrote:The problem with frenzy on line-elf's is that I want first block, dodge and side step on my line-elfs. After 22 games in the league I have no line elf that has reached 51 SPP.
Not on an ST4 lineelf. With ST4 he'll get 2d blocks against all lone ST3/ST2 runners (that is, receivers who've broken through your line), so you won't be playing him on the line, he becomes your sweeper. With ST4, give him Frenzy, then Block, then either Dodge (conservative) or Tackle (more offensive) or, if you're really lucky, Mighty Blow.

Go your proposed route on ST3 linos, not ST4 ones.

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Post by Magictobe »

I understand that it is on his strength 4 line-elf. That is indeed a good thing and you do not have to think about that one.

But it is a strength 4, blodge line-elf. Meaning that he is on +31spp. He has to get that line-elf towards 51 for frenzy.

At his topic he was calling for frenzy on another line-elf. Then I was talking about getting blodge sidestep first before frenzy. That is why I would give frenzy to the wardancer instead of turning him into a ball carrier.

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Post by tenwit »

Fair enough, but I disagree. Frenzy is a nice-to-have, it's never essential. Giving the wardancer Frenzy adds some risk (more chance for skulls), and wardancers should rarely (imo, never) be developed as killing machines: knocking-down machines, sure (so Tackle is nice), but not crowd-pushers. There are all sorts of skills that the wardancer could get (Strip Ball, Side Step, Sprint, Tackle, Jump Up, Sure Feet, Wrestle, Fend, Diving Tackle, Shadowing.. even Pass Block!) that would take more advantage of his existing skills, without exposing him to extra risks.

20 SPPs for the ST4 AG4 Blodger is no problem. It won't be that long before he gets Frenzy.

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Post by Rabid_Bogscum »

sidestep really was the way to go.... jump up wouldnt have been a terrible choice either

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Post by stashman »

Here is the team.

Wardancer 9 3 4 7 Sure Hands 16 spp [What skill next? I hope for MA10!]
Wardancer 8 3 4 7 Tackle, Strip Ball, Niggling 29 spp [Next? Wrestle, Shadowing, Diving Tackle]

Catcher 10 2 4 7 Block, MA, Sprint, Sure Feet, Leap 133 spp
Catcher 9 2 4 7 Nerves of Steel, Block 22 spp
Catcher 9 2 4 7 Block, Side Step, Nerves of Steel, Fend, Dump-Off 86 spp

Thrower 7 3 4 7 Pass, Block 3 spp [Sure Hands or Accurate on the next choice?]

Line 7 3 5 8 20 spp [Block or Leap! Whats best?]
Line 7 4 4 7 Dodge, Block 46 spp [Frenzy then Tackle]
Line 7 3 3 7 0 spp
Line 7 3 4 7 0 spp
Line 7 3 4 7 0 spp

Treeman 2 6 1 10 Multiple Block, Block, Grab, Dodge 56 spp [I like this guy :-)]

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Post by tenwit »

I'm making these suggestions as a Slann coach, not a Welf coach, but maybe they'll be useful:
stashman wrote:Wardancer 9 3 4 7 Sure Hands 16 spp [What skill next? I hope for MA10!]
Fast wardancer with sure hands.. I'd go with Fend or Side Step. He's the ball retriever for cases where your AG5 lineman won't be able to get there and get away safely, so he'll have the ball and get hit, at least occasionally.
stashman wrote:Thrower 7 3 4 7 Pass, Block 3 spp [Sure Hands or Accurate on the next choice?]
You already have Sure Hands on your team, you don't need it for picking the ball up, just for protecting from Strip Ball, so one should be enough most times. Leader or Kick-Off Return, for me.
stashman wrote:Line 7 3 5 8 20 spp [Block or Leap! Whats best?]
Leap. Then Dodge. Whether retrieving the ball from the edge of a fracas, or getting it out of range of blitzers, this guy rules. NoS on doubles makes him a scarily-useful all-round ball-mover. Just don't leave him in range of a Blitz, so that you don't have to "waste" a skill-slot on Block.

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Post by Magictobe »

How many games have you played to get a treeman to 56 SPP??

Has he got every MVP
or is he making cas like hell
or is he your scoring machine :wink: ?

Your wardancer mov 10 would get side step with me (or frenzy but we had that discussion already :P )

Your other wardancer would get wrestle. The ultimate ball retriever.

OK, your strength 4 blodging line elf is on 46 SPP so verry close to frenzy.

I disagree with tenwit about the frenzy. But no hard feelings hé :wink: . You do not want to develop into killing machine. I follow you there. With woodelves you want to stay as far away of your opponent as you can. In that case he can blitz your elves ones each turn.
But when you can force your opponent to make his blitz near the side line (with all your side stepping elves) it is good to get that player of the pitch with frenzy through your blitz because the armour will often be too high to break. It is a way to clear some of the armour 9 guys and get free injury rolls on them.

I can understand that stashman did not give frenzy too wardancer having a blodging strength 4 line elf close to get new skill. If there is a pitch clearer it must be that guy. But my choose would have been side step then. Then you could give sure hands to the thrower to get those vital "free completions".

Off course this is all personal opinion!! :lol:

I should stop working at night because this gives me too much time looking at this forum :wink: :wink:

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Post by whitetiger »

That 10 stepping Dancer ought to get sidestep. He can use more of the field that way.

The other Wardancer? Hmmm, side step. He's already got a niggler, give him side step so people can't pinball him.

Yes, give the thrower sure hands. Saves rerolls, saves dropped balls. How'd the thrower get block with 3 SPPs?

Frenzy on the 4 ST lino. Oh, yeah. One player blows holes in the opposition defensive line. And on defense, he can clear all catchers from the field.

The 5 AG lino, leap. He lands on a 2. With 7 MA, he's still faster than most players on any team. He can out run them and give you another downfield threat.

And that tree? Does he also leap small buildings in a single bound? I swear I'd give him sprint.

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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