Witch elf double five advice?

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TeflonDon
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Witch elf double five advice?

Post by TeflonDon »

I'm running a Dark Elf team in a never ending leauge (or actually a series of short tournaments, but that dosen't really matter). The leauge is very light on tackle (my DE eam is the most developed team), and fouling isn't done unless the prone player is a very obvious target.

I've been building the team from a starting point of one runner, four blitzers and six linoes - when the first runner gained a ST increase I bought another one to build as a thrower (something I have since regretted doing), so the witches are the latest additions. One lineman has been killed. This is the team - I've been incredibly lucky with my rolls for increases:

Lineman
Lineman - Dodge
Lineman - Kick
Lineman - Guard
Lineman - Guard
Blitzer - Block, AG+, Leap
Blitzer - Block, Leap
Blitzer - Block, Dodge, Side Step
Blitzer - Block, Dodge, Side Step
Runner - Dump-off, ST+
Runner - Dump-off
Witch - Frenzy, Dodge, Jump UP
Witch - Frenzy, Dodge, Jump UP, double five!

The last witch is what I can't decide on. Block is the obvious choice for a witch, but would be a waste of a double roll - witches gain SPPs easily, so that one is out.

An AV increase would help keep her alive, but that seems a bit unnecessary - apart from this increase she isn't at all special. MV is very attractive - DE are the slowest elves, and I have often found that a player with MV 8 would be really attractive.

Mighty Blow seems a great choice as well - she will eventually be doing a lot of blocking, and MB would give her more SPPs, and add some punch to a team that is lacking in hat department.

Juggernaut seems as an interesting long term choice - the leauge dosen't really have fend, wrestle etc yet, but juggernaut could come in handy later. And it would make it possible to use the witch for blitzing even before she gets frenzy.

Any input is very welcome.

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Post by Andromidius »

Mighty Blow. You'll be wanting your Witches to have it eventually anyway.

Just make sure she gets Block next. Even if you roll another double.

~Andromidius

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Post by stashman »

Double Five = +AV

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TeflonDon
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Post by TeflonDon »

I can see the sense in +AV - it just seems so dull for a witch with no other increases:-)

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Post by stashman »

TeflonDon wrote:I can see the sense in +AV - it just seems so dull for a witch with no other increases:-)
It will get her more skills in the longrun! :lol:

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Post by Digger Goreman »

Consider that, on the average, a double comes 1 in 6 advances (or once in a lifetime for any player)....

If this is (and on the average it IS) the only chance for Mighty Blow, you'll want it now....

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Post by Gogore »

Piling On! You got Jump Up.

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Post by Mad Jackal »

I'm thinking +1 armor.

But that is because I've always been told dark elves and witches are expensive.

And that taking wrestle on a jump up witch was stupid because you'd just hand out more free fouls.

So on that logic, I think pile on is out.

I've also heard a good rule of thumb that if it's an unskilled player +1 move is better than +1 av ...

But I think the frenzy+ jump up+ dodge is skilled to me... So as I do with my WarDancers, +1 AV. Protect the investment. Make her handle the scrumming beter.

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Post by DDogwood »

Take Mighty Blow, it goes great with Frenzy.

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Post by Smeborg »

Juggernaut is a good option.

It maximises "crowd surfing", and negates Fend/Stand Firm/Wrestle.

You can take Block later.

Hope this helps.

Smeborg

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Post by mattgslater »

Armor is never what it's cracked up to be. I say Mighty Blow, with prejudice! Juggernaut is a distant second.

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Post by Jural »

I have played games with a +MA witch and a Mighty Blow witch on opposite sides of the pitch! I can say without reservation that the +MA is the better choice.

Yes, Mighty Blow is awesome, and you I think you need it on at least two blitzers/witch elves.

But an 8 MA Blodge player with 4 AG is simply an amazing piece on the Dark Elves. Dark Elves lack speed. That's all they lack (well, and strength skills...) As for protection, 8 MA is actually better than +AV. Countless times I was able to have players avoif hitting her because she was just one square further back. Or I was able to blitz and then get away to safety without going for it.

So with all due respect, +MA is the best choice.

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Post by voyagers_uk »

I am with Jural, the +MA will make the sidelines an even more dangerous place to stand from 8-10 squares away.

exploit that fear for field position and tactics

take the movement

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Post by Magictobe »

I had to travel all the way down in the post to find people who are for the movement.

I am all for + MA. This will be a witch who will get you everywhere in defence. With the frenzy it is a danger for every running player who wants to go for the TD.

In offence, you can give him the ball and outrun many players.

I am not good in statistics but I think the chance on another double is higher then the chance for another movement.

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Post by Odium Khan »

Yup, you are in fact TWICE as likely to roll doubles as 10 on 2d6 (bearing in mind that 5+5 hits both categories).

And yeah, MA8 witches rock (although, IMHO not as much as MA8 blitzers; blitzers are slightly more inclined to scoring, witches slightly more to carnage -both player types should of course do both tasks, or if opportunity presents it, hand off to a lineman to score...).

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