Advice for Woodies
- Der_Doodle
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Advice for Woodies
Hi there.
I got a serious problem with my Woodies. I rolled some very strange skill up rolls in the past and now i need some advice.
My team so far:
Wardancer - Strip Ball, Sidestep
Wardancer - Mighty Blow, Tackle (new normal skill)
Thrower - +AG, Accurate
Catcher - Block
Catcher - +AG
Lineman - Kick
Lineman - Dodge, +ST
Lineman - Guard
Lineman - Dodge, Block
Lineman -
Lineman - +AG
Lineman - +AG, Pass Block
2 Team Rerolls
Treasury 100k
I rolled ALOT of stat increases. But cause of that my team Value jumped kinda sky high to 171.
Atm i am kinda confused how i should develop some players.
-The MB/Tackle Wardancer needs a new skill right now. I am thinking about either Frenzy or maybe Dauntless (or any other choice?)
I use him as my primary Blitzer
-The Strip Ball / SS Wardancer is only a few SPP away from his 3rd skill. What should i give him? His main reason is just the ball gathering from the opponent. So i thought maybe Wrestle (even if Wrestle+Block is a waste). Else no idea. On a double i am thinking about either DumpOff when he gets the ball from the opponent to secure it or Juggernaut to get the ball even at the both down result loose.
The Catchers:
The +AG one gets Leap next
The 2nd Catcher goes the self protection route with Sidestep or Fend next i think.
Planing to buy one or more Catchers one as a Man-Marker with Shadowing Sidestep and Tackle maybe.
Thrower:
Should he ge Sure Hands or Safe Throw or anything else next?
Lineman:
Yeah here is the real trouble.
I got 2 with +AG but atm I am hard thinking about retiring both of them to drop my TV (atm i am Top in our League with 10 to 50 points advance)
So far I havent got any real use for the Agility increase on the Lineman. The few moments where i needed AG5 to pickup in Tacklezones my Catcher managed that better. And Pass Block is atleast from the play stye of my league colleges a waste aswell i think. Havent got any use of it so far. (Teams: Ogre, Humans, High Elfs, Pro Elfs, Skaven, Necros) All of those used mainly a short/quickpass game against me where i couldnt use Pass Block much.
So open for any input to the team.
Doodle
PS: "Buy a Treeman" is a tip i will ignore completly. Elfs dont need a Big Guy. And mine will never get one.
I got a serious problem with my Woodies. I rolled some very strange skill up rolls in the past and now i need some advice.
My team so far:
Wardancer - Strip Ball, Sidestep
Wardancer - Mighty Blow, Tackle (new normal skill)
Thrower - +AG, Accurate
Catcher - Block
Catcher - +AG
Lineman - Kick
Lineman - Dodge, +ST
Lineman - Guard
Lineman - Dodge, Block
Lineman -
Lineman - +AG
Lineman - +AG, Pass Block
2 Team Rerolls
Treasury 100k
I rolled ALOT of stat increases. But cause of that my team Value jumped kinda sky high to 171.
Atm i am kinda confused how i should develop some players.
-The MB/Tackle Wardancer needs a new skill right now. I am thinking about either Frenzy or maybe Dauntless (or any other choice?)
I use him as my primary Blitzer
-The Strip Ball / SS Wardancer is only a few SPP away from his 3rd skill. What should i give him? His main reason is just the ball gathering from the opponent. So i thought maybe Wrestle (even if Wrestle+Block is a waste). Else no idea. On a double i am thinking about either DumpOff when he gets the ball from the opponent to secure it or Juggernaut to get the ball even at the both down result loose.
The Catchers:
The +AG one gets Leap next
The 2nd Catcher goes the self protection route with Sidestep or Fend next i think.
Planing to buy one or more Catchers one as a Man-Marker with Shadowing Sidestep and Tackle maybe.
Thrower:
Should he ge Sure Hands or Safe Throw or anything else next?
Lineman:
Yeah here is the real trouble.
I got 2 with +AG but atm I am hard thinking about retiring both of them to drop my TV (atm i am Top in our League with 10 to 50 points advance)
So far I havent got any real use for the Agility increase on the Lineman. The few moments where i needed AG5 to pickup in Tacklezones my Catcher managed that better. And Pass Block is atleast from the play stye of my league colleges a waste aswell i think. Havent got any use of it so far. (Teams: Ogre, Humans, High Elfs, Pro Elfs, Skaven, Necros) All of those used mainly a short/quickpass game against me where i couldnt use Pass Block much.
So open for any input to the team.
Doodle
PS: "Buy a Treeman" is a tip i will ignore completly. Elfs dont need a Big Guy. And mine will never get one.
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What? Wood Elves with skilled Linemen? Never!
Actually, I quite like this. It makes a change to see skilled Linemen rather then Wardancers and Catchers hogging all the skills. Good on you.
Frenzy or Dauntless would be good skills for the Wardancer, depending on other teams in your league. Frenzy if you're facing no Big Guys, Dauntless if you're facing Big Guys (or lots of S4).
~Andromidius
Actually, I quite like this. It makes a change to see skilled Linemen rather then Wardancers and Catchers hogging all the skills. Good on you.
Frenzy or Dauntless would be good skills for the Wardancer, depending on other teams in your league. Frenzy if you're facing no Big Guys, Dauntless if you're facing Big Guys (or lots of S4).
~Andromidius
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- Der_Doodle
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- Location: Germany
I have to say so far I havent had much need for the 3rd Reroll. Most my players already have the Reroll skills they need.
And screw the Treeman (except for a celebration fire there he might come in handy).
So back to the AG 5 Players (Linemen).
You really think they are worth the TV bloat? With the Thrower and one Catcher already on AG 5 aswell i have now in 3 games not once needed the AG on the Linos
And screw the Treeman (except for a celebration fire there he might come in handy).
So back to the AG 5 Players (Linemen).
You really think they are worth the TV bloat? With the Thrower and one Catcher already on AG 5 aswell i have now in 3 games not once needed the AG on the Linos

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Maybe you rely too much on your positionals? Just use your AG5 players and theyll be worth it. AG5 + dodge, Block or leap, tackle or strip ball, wrestle etc...You can use them in a lot of ways. And of course, just walk in and pick up the ball, throw it downfield and score.Der_Doodle wrote:I have to say so far I havent had much need for the 3rd Reroll. Most my players already have the Reroll skills they need.
Are you winning your games?Der_Doodle wrote:You really think they are worth the TV bloat? With the Thrower and one Catcher already on AG 5 aswell i have now in 3 games not once needed the AG on the Linos
(and you know your cather will die right?

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- Der_Doodle
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so far i lost only 1 in 7 games. And my Catchers made both together only 2 TD each.
I really alot on my Wardancers that is true. But mainly because of 2 Reasons.
A) I only have Strip Ball on 1 player in the team wich is the Wardancer so he is my primary weapon on defense
B) I only have Mighty Blow on 1 player in the team wich is the other Wardancer so he is my primary Blitzer to create Casualities.
My Thrower throws 3-5 passes per game but as soon as another player is only 1-2 SPP away from a skillup i throw passes with them.
Until now i made 25 TD's in 8 games in my league. Each Wardancer made 5 TD's (cause i wanted to get them fast to the 2nd skill)
Both catchers made 2 TD's each to skillup once
My Thrower made 1 TD cause once he was the only Player in range after a really strange season of chain pushes
The thing with AG5 is just when do you really need it?
-Dodge into a TZ
- Pickup in a TZ
- Interception
- Catch in a TZ
Dodging you can mostly avoid into a TZ.
Interceptions are a dam rare thing even with AG5+ Passblock i really didnt got some real Interception chances so far in my league.
Catch in a TZ is a point but then i still prefer a 3+ catch with reroll at a catcher over a 2+ Catch without on a Lineman. And very often you can just knock you players free again or dodge out and catch the ball in the endzone.
So the only real point i see is the Pickup in a TZ. but do i really need 4 Players for that? And even more if 2 of the AG5 Players are with being the thrower or a catcher alot better suited for that?
I really alot on my Wardancers that is true. But mainly because of 2 Reasons.
A) I only have Strip Ball on 1 player in the team wich is the Wardancer so he is my primary weapon on defense
B) I only have Mighty Blow on 1 player in the team wich is the other Wardancer so he is my primary Blitzer to create Casualities.
My Thrower throws 3-5 passes per game but as soon as another player is only 1-2 SPP away from a skillup i throw passes with them.
Until now i made 25 TD's in 8 games in my league. Each Wardancer made 5 TD's (cause i wanted to get them fast to the 2nd skill)
Both catchers made 2 TD's each to skillup once
My Thrower made 1 TD cause once he was the only Player in range after a really strange season of chain pushes

The thing with AG5 is just when do you really need it?
-Dodge into a TZ
- Pickup in a TZ
- Interception
- Catch in a TZ
Dodging you can mostly avoid into a TZ.
Interceptions are a dam rare thing even with AG5+ Passblock i really didnt got some real Interception chances so far in my league.
Catch in a TZ is a point but then i still prefer a 3+ catch with reroll at a catcher over a 2+ Catch without on a Lineman. And very often you can just knock you players free again or dodge out and catch the ball in the endzone.
So the only real point i see is the Pickup in a TZ. but do i really need 4 Players for that? And even more if 2 of the AG5 Players are with being the thrower or a catcher alot better suited for that?
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- Shaggy
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It looks like you play your woodies a little different than mine, which of course is totally fine.
But I say that as a warning before I put my two pence in.
I'd suggest the Mighty Blow Wardancer either get dauntless to help apply the hurt to larger players, or get his strip ball as well. I play two strip ball wardancers as much as possible.
On the SideStep Strip Ball Wardancer I would place tackle on him next. Or dauntless. This one depending on the mix of your
I think Strip Ball tackle dauntless war dancers are a must. nearly Any ball carrier, anytime with either player. (I know sure hands carriers are still a pain.)
Doubles on the WarDancer do not over-look Juggernaut. It turns those block results into pushes which you may strip. and it helps counter skills like fend on the players you are blitzing. and lets look at it really, he's a wardancer, how often is he blitzing? (All the time.)
I would say to keep the agility 5 guys. Get at least one leap so he can go and extract more balls. I would turn the agility 5 guys into your ball retriever, after the wardancer has lept in for the kill. Probably the thrower. Get him leap then agility 5 leaps in on a two, picks up in 1 zone for a two and passes out for a 2 as well. Tremendous. The agilty 5 catcher might need leap to be a beastly hard bugger to pin down. A very very mobile assist. When they were move 9, I would have suggested sure hands to have another very capable ball getter in traffic. But now I don't know.(Less range, may just want to stick with the leaping thrower idea.) - You could go a side-step and sure feet route to get to a closer OTT, but that may be tough with no grab on your team and the new move 8+sprint roster...
I like the tree in theory, but that is to start not on a developed team, and I have one with block+dodge+jump up, so that obviously is a whole different ball of wax too. So I wouldn't say you "need" a tree. And will be fine without it.
But I say that as a warning before I put my two pence in.
I'd suggest the Mighty Blow Wardancer either get dauntless to help apply the hurt to larger players, or get his strip ball as well. I play two strip ball wardancers as much as possible.
On the SideStep Strip Ball Wardancer I would place tackle on him next. Or dauntless. This one depending on the mix of your
I think Strip Ball tackle dauntless war dancers are a must. nearly Any ball carrier, anytime with either player. (I know sure hands carriers are still a pain.)
Doubles on the WarDancer do not over-look Juggernaut. It turns those block results into pushes which you may strip. and it helps counter skills like fend on the players you are blitzing. and lets look at it really, he's a wardancer, how often is he blitzing? (All the time.)
I would say to keep the agility 5 guys. Get at least one leap so he can go and extract more balls. I would turn the agility 5 guys into your ball retriever, after the wardancer has lept in for the kill. Probably the thrower. Get him leap then agility 5 leaps in on a two, picks up in 1 zone for a two and passes out for a 2 as well. Tremendous. The agilty 5 catcher might need leap to be a beastly hard bugger to pin down. A very very mobile assist. When they were move 9, I would have suggested sure hands to have another very capable ball getter in traffic. But now I don't know.(Less range, may just want to stick with the leaping thrower idea.) - You could go a side-step and sure feet route to get to a closer OTT, but that may be tough with no grab on your team and the new move 8+sprint roster...
I like the tree in theory, but that is to start not on a developed team, and I have one with block+dodge+jump up, so that obviously is a whole different ball of wax too. So I wouldn't say you "need" a tree. And will be fine without it.
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Your AG 5 linemen need dodge, stat.
MV 7, AG 5, Dodge: If you can't make use of that to give opponents hives then you shouldn't be playing woodelves.
Dodging through 2 tacklezones on a 3+/RR anyone?
MV 7, AG 5, Dodge: If you can't make use of that to give opponents hives then you shouldn't be playing woodelves.
Dodging through 2 tacklezones on a 3+/RR anyone?
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I'm with Mad Jackle on giving both wardancers strip ball, but depending on the make up of your league, frenzy on the MB tackle one would make an awesome catcher hunter. I'd probably go dauntless on the other one for any ST4 ball carriers.
As for the AG linos, yeah +Ag is better on your positions, but if your thrower gets crumped, then it's nice to have a back up. Defo dodge though, you can get most places you want then and would be nice with pass block.
As for the AG linos, yeah +Ag is better on your positions, but if your thrower gets crumped, then it's nice to have a back up. Defo dodge though, you can get most places you want then and would be nice with pass block.
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- mattgslater
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For Wardancers, I like Side Step along with my Tackle. It makes a great corner. Then, with another improvement, give him Shadowing, and even if you can't effectively blitz the ballcarrier, all you have to do is blitz the guy protecting him (assuming he doesn't get into the cage on turn 1) and sit on him: if possible, prevent others from blitzing the WD, but if not, that's what Blodge/SS is for. Then when the guy starts to dodge away, you shadow him to the ground. DT will sometimes run you afoul (no pun intended) of a TRR attempt, going down only to see the oppo burn a Re-Roll and run away, leaving your 180k AV7 player prone in enemy territory. No such risk with Shadowing.
For the AG5 guys, I'd give one Leap next (not the one with Pass Block: he should get Dodge or catch, or NoS on doubles*). You can then make two Leaps per turn (a 3+ WD and a 2+) to place a key assist or send receivers down both sides without getting a lump in your throat. Remember, the "Charlie Brown" 3-4 and most of its derivatives only allow a way in on a blitz, forcing you to build a strong side, which is what leads to bloodbaths, should your turn end on a snake-eyes and the opposition roll up your weak side. I'd set this guy up at OLB to give him more opportunities to make a defensive score.
*Maybe not. But Pro Elf Catchers with Pass Block are pre-emptive doom to any passing game: Opponents will take suicidal risks or idiotic checkdowns and handoffs to avoid getting picked by such a player. Nah. If he gets doubles, ignore it.
For the AG5 guys, I'd give one Leap next (not the one with Pass Block: he should get Dodge or catch, or NoS on doubles*). You can then make two Leaps per turn (a 3+ WD and a 2+) to place a key assist or send receivers down both sides without getting a lump in your throat. Remember, the "Charlie Brown" 3-4 and most of its derivatives only allow a way in on a blitz, forcing you to build a strong side, which is what leads to bloodbaths, should your turn end on a snake-eyes and the opposition roll up your weak side. I'd set this guy up at OLB to give him more opportunities to make a defensive score.
*Maybe not. But Pro Elf Catchers with Pass Block are pre-emptive doom to any passing game: Opponents will take suicidal risks or idiotic checkdowns and handoffs to avoid getting picked by such a player. Nah. If he gets doubles, ignore it.
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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.
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.