Good Wood Team Thread
- Khail
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Re: Good Wood Team Thread
Ignore Smurf.
Kick goes on a lineman, throwers have vastly more important skills to choose right away, especially on a Wood Elf team.
Kick goes on a lineman, throwers have vastly more important skills to choose right away, especially on a Wood Elf team.
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- inkpwn
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Re: Good Wood Team Thread
Agreed, kick on the lineman. Isnt this a general rule regardless of team?
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- mattgslater's court jester
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Re: Good Wood Team Thread
Unless you are me and kick goes on the defensive thrower. IMO the defence is less likely to throw and run/hand off the ball.inkpwn wrote:Agreed, kick on the lineman. Isnt this a general rule regardless of team?
Horses for courses etc... try it on the thrower, it may work. The offensive thrower has the uber throw skills and nothing ought to detract it from them.
Ignore me... humphf!
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- Khail
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Re: Good Wood Team Thread
The defensive thrower generally gets survival (block/dodge) and maybe safety (Tackle) skills on my teams. Kick goes on a cheap replaceable lineman.
Kick on a Thrower makes him an even juicier target - why put all your eggs in one nice big expensive (helpless - because you went for kick instead of block or dodge) basket for your opponent? If your kicking lineman gets taken out, no biggie. The game goes on. If you lose your defensive thrower, then all of a sudden your defense loses its ball handling ability.
Kick on a Thrower makes him an even juicier target - why put all your eggs in one nice big expensive (helpless - because you went for kick instead of block or dodge) basket for your opponent? If your kicking lineman gets taken out, no biggie. The game goes on. If you lose your defensive thrower, then all of a sudden your defense loses its ball handling ability.
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- JaM
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Re: Good Wood Team Thread
^^ I fully agree.
Smurf does have some decent/weird/novel/original/strange/dumb (take your pick) ideas, but kick on a thrower is a waste of a good skill. You REALLY use a lino for that.
No offence ment Smurf, at least you have ideas others dont agree on and you are willing to post them and getting them critiqued.
I admire that, although I do not always agree with your view on certain skill-choices or tactics.
Best regards,
JaM
Smurf does have some decent/weird/novel/original/strange/dumb (take your pick) ideas, but kick on a thrower is a waste of a good skill. You REALLY use a lino for that.
No offence ment Smurf, at least you have ideas others dont agree on and you are willing to post them and getting them critiqued.
I admire that, although I do not always agree with your view on certain skill-choices or tactics.
Best regards,
JaM
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- mattgslater's court jester
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Re: Good Wood Team Thread
C'est la vie... my woodie line are loading up on dodge and wrestle.
I just put up an alternative, the idea of cloned teams is weird.
I just put up an alternative, the idea of cloned teams is weird.
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- Cupcake
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Re: Good Wood Team Thread
I think kick is especally good for wood elve ssince it can make the field even longer which helps them, and with their ability to score it should be used a few times a game. I usually don't take kick myself, but I hate when the other team has it which is one of the biggest proofs of a good skill. There always just seems to be better things to take instead of kick. I would take dodge, wrestle, fend before kick. So maybe as a 4th skill for a lineman.
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- JaM
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Re: Good Wood Team Thread
You're missing something then.
Kick is a good first skill on 1 lineman, preferbly the first when playing with woodelfs. It gives you a huge edge and makes it easier for you, to put pressure on the (would be ??) ball carrier.
Just try t sometime. just 1 skill, if he gets more skills you can consider tackle, block,... more "support" skills.
If you take it as a 4th skill no doubt the opponent has a thrower with KO-return, wich makes the use of the kick skill more... bleh. But most plyers see KO return as a 4th skill for a thrower, after accurate, sure hands (??), block,... whatever.
Kick is ecellent for woodies, skaven, hell... any team that can go reasonably fast. Elves and rats however LOVE the skill.
Kick is a good first skill on 1 lineman, preferbly the first when playing with woodelfs. It gives you a huge edge and makes it easier for you, to put pressure on the (would be ??) ball carrier.
Just try t sometime. just 1 skill, if he gets more skills you can consider tackle, block,... more "support" skills.
If you take it as a 4th skill no doubt the opponent has a thrower with KO-return, wich makes the use of the kick skill more... bleh. But most plyers see KO return as a 4th skill for a thrower, after accurate, sure hands (??), block,... whatever.
Kick is ecellent for woodies, skaven, hell... any team that can go reasonably fast. Elves and rats however LOVE the skill.
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- Cupcake
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Re: Good Wood Team Thread
I agree 100% with you on how great it is, I just never seem to take it. I will take it on my skaven team in match making and give it a try.
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- CopiousDude
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Re: Good Wood Team Thread
Quick question, just had a catcher get a +MA for his first skill.
Do you think I should give him block next for survivability unless he rolls another +MA? Or would you go with Sure Feet?
Do you think I should give him block next for survivability unless he rolls another +MA? Or would you go with Sure Feet?
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- mattgslater's court jester
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Re: Good Wood Team Thread
I'd concentrate on the speed and leave block for now.
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- JaM
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Re: Good Wood Team Thread
Take the movement, and wait until he gets another skill.
Then look at your team and decide what role you want for this guy.
Then look at your team and decide what role you want for this guy.
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- mattgslater
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Re: Good Wood Team Thread
Kicker: Lineman is the convention. Getting a Kicker is Priority 1 for me with Wood, High and Dark Elf Linemen, and is usually the second guy on a Pro Elf team (after the first Side Stepper). An alternative, if your Kicker dies and you need another one on an already developed team, is to take it on a player you already have dedicated as a safety. That could easily be a Catcher on a High/Pro/Wood Elf team or a DE Blitzer. I don't think any elf Thrower/Runner is a good Kick target, because those players' value is in their P access, and every skill off the baller track is a skill wasted (except Dodge and maybe some other power skills, like Block or SS, late in the track). It works well on Orc and Human Throwers, because they a) have way too many good positionals to run linemen at safety, and b) have Sure Hands on their Throwers already and have a good reason to have the player independently of his skill access.
+MA Catcher: If you're looking to build a 1TTD player, Leap or Sure Feet may be best. Neither is as important as a Grab Treeman and a Guard player to give him a 3d hit. Leap will probably get more use, but you can mimic its benefit by pushing a Wardancer and working out an extra hit (probably off a Blitz) after pulling off your line-chain. Side Step is a "dual-purpose" option to follow Block with: it's more versatile than Leap or Sure Feet, and it lets you get blitz-based TD chains on just one hit. It's not great on Woodies, though, because you can usually engineer a line chain off nothing but three 3d blocks.
I'd probably take Block at 16, then at 31 and 51 I'd take either DT and SS or Leap and Dauntless: the value of +MA on a 1TTD effort is real, but not so great as to make me want to dedicate a player to 1TTDs. Since any rookie catcher can make the effort, I'd rather just use the guy who needs the TD more unless the game is in the balance.
+MA Catcher: If you're looking to build a 1TTD player, Leap or Sure Feet may be best. Neither is as important as a Grab Treeman and a Guard player to give him a 3d hit. Leap will probably get more use, but you can mimic its benefit by pushing a Wardancer and working out an extra hit (probably off a Blitz) after pulling off your line-chain. Side Step is a "dual-purpose" option to follow Block with: it's more versatile than Leap or Sure Feet, and it lets you get blitz-based TD chains on just one hit. It's not great on Woodies, though, because you can usually engineer a line chain off nothing but three 3d blocks.
I'd probably take Block at 16, then at 31 and 51 I'd take either DT and SS or Leap and Dauntless: the value of +MA on a 1TTD effort is real, but not so great as to make me want to dedicate a player to 1TTDs. Since any rookie catcher can make the effort, I'd rather just use the guy who needs the TD more unless the game is in the balance.
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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.
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- mattgslater's court jester
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Re: Good Wood Team Thread
I'm crazy.
+MA, Surefeet, Leap, Side Step.
If another MA doesn't show by then, think about block.
Personally I wouldn't bother.
I've got some catchers approaching the 51st mark. None have block. The new catchers are coming up to their 2nd skill.
+MA, Surefeet, Leap, Side Step.
If another MA doesn't show by then, think about block.
Personally I wouldn't bother.
I've got some catchers approaching the 51st mark. None have block. The new catchers are coming up to their 2nd skill.
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- CopiousDude
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Re: Good Wood Team Thread
So my +MA Catcher got doubles for his second level. I couldn't resist taking Nerves of Steel. Thoughts?
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