Wood Elf play book (go on tear it apart :P)

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Wood Elf play book (go on tear it apart :P)

Post by Smurf »

The Wood Elf Play Book

Since the introduction of LRB6 the Wood Elf (WE) Play Book has changed slightly since LRB5 mainly due to slower Catchers. On the whole WE coaches have to recognise their main weakness and that is durability, whilst capatalising on their greatest strengths: Agility and Movement.

Whatever the reason for the ongoing success for the WE they are a team that require a specific type of play. Moreover, it is the expertise of this play that other coaches fear.

Why play them?
Just to show what a bunch of tree huggers can do!

The Team Positions


Lineman (0-16)
The WE Lineman is one of the most expensive basic players in the game. He comes with a good stat line and a nice choice of skills from the General and Agility lists. To be honest they do not like being hit about, they like movement which they have a lot of. Dodging, like anything else in Blood Bowl requires a dice roll, roll enough and those '1s' will appear.

The Line 1-4: Wrestle, Dodge, Sidestep, Fend
Substitute Blitzers 1-2: Wrestle/Block, Dodge, Tackle
Others: 1-2: Dauntless, Wrestle, Tackle
Doubles: Guard

Options to consider: Sneaky Git

Wrestle allows you to create gaps in the opposing team; this will mean more movement for the team. Dodge is a general all round good skill and Sidestep just annoys so many other coaches. Fend reduces dice rolling.

Tackle is the quickest way of shaping the odds; it does a lot in the way of reducing other teams’ movement Dauntless is great to level some of the field against some of the bigger teams. Note these players are a ‘plan B’ but they are useful to have.

Guard does not need explanation; it's so useful for this team.

Catcher (0-4)
WE Catchers have been reduced to MA 8 in the new rules so the 'one turn Touch Down guy' has to be more inventive. I would argue that it is better to hold off the traditional norm of developing these guys up with Block or Wrestle. Gobbos, Halfings and Snotlings are fairly durable with their dodge and they have little choice in getting the other skills. Instead take skills that enhance their abilities and be prepared to make Offensive Catchers and Defensive Catchers.

Offence: Sure feet, Leap, Sidestep, Fend, Diving Catch
Doubles: Nerves of Steel

Sure feet helps that Sprint skill giving the overall distance of 11 squares. Leap can be used to get out of those difficult situations. Sidestep can be used to get back the 'one turn Touch Down guy', on a ‘Quick Snap’ on the kick off chart the offensive can move one square. Here, if you are clever, is where you put this Catcher, he can move one square and there is 12 to go. Put a few players in the right spaces and you may hit the scrimmage guy into your Catcher, thus pushing him out further. You do not need Sidestep for this but it helps. And if need be Fend reduces dice rolling, whilst Diving Catch improves your chances of getting your hands on the ball.

Nerves of Steel just means this guy can catch a ball even when surrounded.

Defence: Pass block, Leap, Sure hands, Shadowing, Diving Catch,
Doubles: Nerves of Steel

In a nutshell the skills that gives him the chance to get his hands on the ball. Stacking the rerolls onto WE players should be pretty common sense. When playing defence the WE coach has to only think ‘Ball’ and getting around the obstacles. It should be a quick snatch and convert affair and opposing coaches should fear leaving the ball on the ground during their offences.

Thrower (0-2)
The WE Thrower does not have the luxury of the skill ups of the Pro Elves or High Elves. He has move, use it. Again go for an Offence and Defence thrower. Offence is simple, get ball to receiver and score. Defence is about stealing possession, if a ball is loose then move, if in range, the thrower in. In early games he is good but later on and to prevent more dice rolling he should be able to snatch ball in a Tackle Zone and throw it out.

Offence: Safe Throw, Accurate, Sure feet, Sure hands/Sprint
Doubles: Strong Arm

Defence: Kick, Nerves of Steel, Sure hands, Leap, Dodge
Doubles; Strong Arm

Offence is pretty much self explanatory. Except some may favour Kick off Return over Sure Feet, but with Move 7 I would prefer the extra move in darting this guy about, from one flank to another, forward or back and out pacing most things on the pitch.

Defence is a stranger position for the WE but they often play it. Kick allows the ball to be punted to the back of the pitch, forcing teams to go and collect, this allows the WE team to move in and steal it. Giving Kick to a Lineman just robs him of a needed skill. Nerves of Steel allows the Thrower to lob the ball far away from a TZ and sure hands just allows him to pick up the ball more reliably when in a TZ

Wardancer (0-2)
The Wardancer is probably the most awesome basic positions ever. You pay a premium for stack of skills and stat line. They are your hunters, good for a blitz; good at getting in the way, just don’t let them score too many TDs. You have to share those out with the rest of the team. All that is need is to tweak them so they are better at doing what they are doing now and the jury is out on this.

Basics: Tackle, Sidestep, Shadowing, Strip Ball, Pro
Doubles: Mighty Blow

Alternative: Frenzy, Strip Ball

Now Tackle prevents all those cunning Dodge guys, Side Step keeps you glued to a target; Shadowing prevents people getting away and Pro covers a multitude of sins.

Frenzy, however, is a about style of play and personally I would prefer to have more control over the player. Frenzy has it benefits in knocking ball carriers out of cages, punching guys off the pitch. So it really just comes down to style.

Treeman (0-1)
It is clear that the Treeman brings bashing to the team. The Treeman exists on the Line of Scrimmage and he whacks things about. One of the biggest problems is movement or the lack of. Again I would add is about style, he adds another 50k to your Team Value over a Lineman and he is outrun by most things. Even the Throw Team Mate cannot be utilised.

Basics: Multiblock, Guard, Grab, Break Tackle… (there’s not much left, he has most S skills anyway)
Doubles: ??? Tackle seems the only logical choice.

Piling on and Jump up is another option but the Treeman is not much of a mover. If he could rush the ball to the TD zone he may get there in 7 turns. The bonus side is he is the biggest basic Big Guy out there.

Tackle will make dodgers think twice by drifting through his TZ and help on a block. He is so big I don't expect many people to spend much time trying to take him down.

Styles of Play
With all the Agility and Move coupled with low armour then the style is about speed and ball control. However, just because you can out block gobbos doesn't mean you go toe to toe with the bigger teams. Let's be clear, there is a blocking game to be had, albeit a selective one, if you can cause some early casualties try and keep up the pressure but don't let the block dice get in the way of doing what you do best.

The selective blitz/block:
Target it players that makes the other team good, take away their edge.

1. Throwers: many come with at least 2 rerolls built in them so their removal will hamper the other team and sometimes they are lightly armoured in comparison.
2. Fast guys, you know the list, well take them down.
3. Any well skilled player that upsets your game plan.

Keeping one deep on defence
Simply get a receiver who stands in a scoring position; his job is to hand about and wait for the ball. It can work surprisingly well as sometimes the pressure is on and the ball ends up on the floor. It allows the loose ball to be retrieved, passed or handed off to the waiting player who scores.

Wing Drives

Break the flank and punch a group down the wing, keep pooring players down and scatter them. The ball can either be thrown directy to the half cage and depending on the opponent's ability, hold off for a Long Bomb on the TD zone, nore the more experienced Thrower can do with this ease. Whilst playing a Flank Attack, here you hope to deny many of you opponent's players the ability to get in to the drive. However have a back up plan, skip a Catcher through the weakest part of the other flank and run him like a loon. Remember, there is no point in going for it if it doesn't get you a TD, out of way etc. Note perfect the 'L' formation offensive drive.

Your opponent is going to kick the crap out of you
Face it with low armour it's a given. Get used to taking cages apart, in the beginning negate assists and the 1 die block against the ball carrier can be performed by a leaping Wardancer or dodging player (one is on a 3+ the other is on a 5+). For many teams picking up a bouncing ball is a straight AG roll with a good chance of a TZ on the players (making this a 5+ roll for AG3 teams), either way the ball can go free.

Throw the ball away
Another defensive play, you have busted a cage grabbed the ball, but you cannot score. Moreover, it's getting tough and you cannot protect the ball. Well lob the ball to other end of the pitch and you may be able to win the sprint contest. Alternatively play the Keep one deep.

The main ethos is keep your ability to move and deny it to your opponent.

Attrition
Well we all know with low armour there is going to be the inevitable knocks and lumps taken out of your players. If you lose a point of ST then they have to go. The rest is all up to your bank balance, a healthy bank balance can give you replacements but otherwise allow for the -1AG (not on Catchers, Throwers or Wardancers) and -1MA and the a Line Elf could take -2MA if needed but don't give up on them if they are a bit slower than the rest. Really think about protecting your players, if the Thrower has thrown the ball and it's off up the field then get him well back. You may have to shrugg off -1AV too and wrack up a few Niggling injuries WE is all about managing attrition.

Stat boosts
Now everyone has an opinion but I would recommend that Wardancers and Line go for better AV and Throwers and Catchers go for MA. AG increases are also great, although the AG5 Line Elf will have a unique career. ST increases are great but they add a lot to the team value, I would argue not to give them to Throwers or Catchers (unless a Catcher is really developed) and allow them to utilise a double.

Sample teams:

Team 1
1 Thrower
2 Wardancers
1 Catcher
7 Linemen
Apoth
= 960

Team 2
2 Wardancers
1 Treeman
8 Linemen
1 reroll
=970

Team 3
2 Wardancers
8 Linemen
1 Catcher
1 Apoth
1 reroll
=990

Team 4
1 Thrower
2 Wardancers
8 Linemen
Apoth
1 reroll
= 990

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Re: Wood Elf play book (go on tear it apart :P)

Post by Greyhound »

How do you rate safe throw as "the" best skill (or at least first) for the throwers?
There are 3 types of pass you're likely to do (long bomb being rare)
1) Quick pass, in this case you don't often have a chance of interception, and safe throw protects you only from the double 1, which is one throw in 36, Sure Feet in this case would be the best option to deliver the ball without chance of interception
2) Short pass, some interception possible, safe throw is only protecting from the 1/36 double 1. Accurate would negate the scatter throw which is 2 times more likely to happen. If you are worried about the interception chances, they are less likely to happen than the scatter.
3) long pass, this time Safe throw gives you a protection from fumble on 1 and 2 (3/36), again Accurate fixes that by bringing the odds to 1/36 and would also lower the scatter throw from 3/36 to 2/36.

I would have thought the correct order (statically speaking) of improving your passing game (and help you SPP faster to your next skill) would be
Accurate>Safe Throw, not the other way around.

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Re: Wood Elf play book (go on tear it apart :P)

Post by Smurf »

Long passes and Long bombs are a less of a risk because safe throw requires a 1 to fumble and not a modified 1.

It's a rough guide but accurrate then safe throw would work too. It's not like I'm making law here :)

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Re: Wood Elf play book (go on tear it apart :P)

Post by Greyhound »

you're right so Safe throw would have no use on quick pass or short pass... making it worse!

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Re: Wood Elf play book (go on tear it apart :P)

Post by mattgslater »

Linemen: For me, #1 is the Kicker. Kick/Wrestle. The rest are true linemen. Side Step/Dodge. Doubles is Guard, myopically. If I were braver, I'd consider Nerves or Grab. But I'm not.

Throwers: Accurate, Safe Throw, Dodge. Ignore doubles.

Catchers: I think you need to change it up. I agree about Nerves on doubles; that's pretty damn wicked. I don't bother with Leap on Catchers unless they're AG5; that's what Dancers are for. Block/SideStep, Wrestle/Dauntless, KOR/SH, Block/SideStep. You don't need skills for 1TTDs, especially if you take a ...

Tree: Guard/Grab. Doubles is Block. A Tree costs a Lino + Apothecary, and probably saves the 5/6 of a Cas per game.

Dancers: Frenzy/SS; SS/Tackle. Doubles = Mighty Blow.

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What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
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Re: Wood Elf play book (go on tear it apart :P)

Post by dsavillian »

I think 1 RR on a team that's going to be throwing, dodging and ball handling is pretty hard to manage

I'd throw a build or two in there that make use of 2RRs with the plan of buying an apothecary early on.

I think I started with 2 Wardancers, 9 Linemen, 2 RRs and 30k in the bank. Alternative builds are to swap a lineman for a thrower or catcher. The benefit of a lineman heavy build is that you are pretty much forced to pick up SPPs on your linemen early on and you'll likely benefit from this in the long run

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Re: Wood Elf play book (go on tear it apart :P)

Post by Smurf »

I have won 13 of 14 games with my current WE team. Got a game this Sunday against a Norse team. I still have no rerolls.

Anyway horses for courses. I appreciate it's not a 100% agreeable.

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Re: Wood Elf play book (go on tear it apart :P)

Post by mattgslater »

Wood and Dark Elves can get by on 0, 1 or 2 TRRs. I always take two, but I wouldn't fault anybody for taking just one, and none at all is an option if you feel like taking a big risk (not for me, thanks).

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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.
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Re: Wood Elf play book (go on tear it apart :P)

Post by Rhyoth »

Good work here, but i can't help to add my 2 cents (from a sunday WE coach) :

Gobaly : i don't see any mention of Diving Tackle, is it deliberate ?

Catchers : No Block/Wrestle ? quite surprising : sure it's not always the best first or second pick, but IMHO, picking some defensive skills at some point, especially on vulnerable players, seems to be a good way to fight attrition.

Wardancers : Strip Ball is a good early skill, but i'm not sure i'd take it as #3 or #4...

Treeman : i prefer to take Grab before Multi-Block :
Grab : keep one opponent in TZ, even when rooted.
Multi-block : push 2 opponent away from TZ (not really a good call when rooted...).
also, i can't see how Block could not be a good double choice...

Linemen : an all-out Wrestle line is good, but a couple of guys with Block can't hurt...
1-2 Wrestle + Dauntless lino can be very useful for any AG team, but i think you should include more options for the #3 skill (such as Pro/Jump Up/Dodge/Side Step...)

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Re: Wood Elf play book (go on tear it apart :P)

Post by dsavillian »

Smurf wrote:I have won 13 of 14 games with my current WE team. Got a game this Sunday against a Norse team. I still have no rerolls.

Perhaps I'm not as skilled as you :wink:

I find that I use the RRs less for the Agility checks (since I've picked up lots of re-roll skills) and more for the poorly timed double-skull or failed GFI.

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Re: Wood Elf play book (go on tear it apart :P)

Post by Coach »

I don't see how Wood Elves have really changed at all from LRB5 to 6.

The drop in one points of movement isn't a big deal and only really effects teams relying on one turn scoring.

Diving Catch is a larger benefit to AG3 teams than AG4.

Other than that I would think the same tactics apply and make take on player development is at http://bbtactics.com/strategy/players/wood-elf-players/

Not having Block or Wrestle as the first skill on Catchers is criminal in my opinion (assuming a normal roll). Survival for fragile and expensive players is key and not having them makes them prime blitzing targets, which if they die halts development rather effectively.

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Re: Wood Elf play book (go on tear it apart :P)

Post by Ulthuan_Express »

Coach wrote:I don't see how Wood Elves have really changed at all from LRB5 to 6.

The drop in one points of movement isn't a big deal and only really effects teams relying on one turn scoring.
A catcher with the ability to get from the halfway line to the endzone in one go is like rocket fuel to a Wood Elf team. Making it harder to obtain (only slightly, but still...) can only be a good thing.

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Re: Wood Elf play book (go on tear it apart :P)

Post by Warpstone »

Smurf wrote:The Wood Elf Play Book

Catcher (0-4)
WE Catchers have been reduced to MA 8 in the new rules so the 'one turn Touch Down guy' has to be more inventive. I would argue that it is better to hold off the traditional norm of developing these guys up with Block or Wrestle. Gobbos, Halfings and Snotlings are fairly durable with their dodge and they have little choice in getting the other skills. Instead take skills that enhance their abilities and be prepared to make Offensive Catchers and Defensive Catchers.
While I understand the idea of being better at what you're already good at, I don't think that measures up as a replacement to block/wrestle. Block and wrestle don't just keep your catchers alive, the first nullifies attempts to get the ball back and the second helps you sack a thrower or take a blitzer out of the equation. Either way, the skills help your catcher stay on the pitch long enough to use whatever other skills you give him.

Also, aren't the no-brainer doubles skill for Treemen Block or Pro? Why would he take tackle in the off-case that some dodger goes around him? My guess is that he'll be more useful if he can avoid getting stuck (pro) or more reliable against other big guys (block).

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Re: Wood Elf play book (go on tear it apart :P)

Post by Smurf »

As another Sunday coach, I will put up my team stats from playing Norse.

But I stand by what I think what makes it good.

I think Diving Tackle is good but I prefer Shadow and Tackle and then a diving Tackle if you must.

However anything that puts an elf on the ground makes it vulnerable to a good old fashion boot.

To be honest, not sure how you guys play but my method is a big on team work hence I do not use block on catchers. Yes it is a tried and tested method but I'd rather have them skilled up to annoy the crap out of my opponents.

I have played with no rerolls, I am currently the second most violent elf team in our league (a dark elf team has just beat them) but I have the highest TD rate out of 20+ teams.

To be honest I have not played a Treeman for the obvious reason. But a double = block is good, but your an assist away from a 3 die block in most cases. I think tackle would be nice too. But the Treeman is a nice piece for the WE team, if you like hitting stuff. Now in the future I may be able to hire a Treeman mercenary and test it out, but I do not have one on my team.

BTW I am taking on board what you guys say as Plasmoid may want a better version to put on his site.

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Re: Wood Elf play book (go on tear it apart :P)

Post by plasmoid »

I'll post my comments tomorrow.

But for the record - Smurf - you're welcome to take in as much or as little as you want. I'm hoping for a great playbook. You could certainly write your angle, and then simply mention some of the other ideas.

Alternatively you could stick to your guns.
And then someone else could write a '2nd take' playbook for the wood elfs.

Cheers
Martin

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