Help me with my woodies
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To me it seems almost impossible to ever reach that substantial number without a tree at all in a bashy environment.Fronko wrote:As the genereal vote said, get a new wardancer. Trees might be useful AFTER you have acquired a substantial number of players, so when he doesn't show for first half you still have reserves.
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Yeah, agreed, it does have a certain similarity to that "What was first, hen or egg?" problem.
But I still think, that negatrait can cause serious problems, if you do not have enough elves.
Well, perhaps there is no definite answer to this. It all depends on playing style. I usually avoid as much enemy contact as possible. So, I can keep casualties pretty low. If your being a bit more aggressive with your elves, it may be just the other way round.
All I can say is, it worked for me to acquire elves before the tree. Your experience may say differently.
But I still think, that negatrait can cause serious problems, if you do not have enough elves.
Well, perhaps there is no definite answer to this. It all depends on playing style. I usually avoid as much enemy contact as possible. So, I can keep casualties pretty low. If your being a bit more aggressive with your elves, it may be just the other way round.
All I can say is, it worked for me to acquire elves before the tree. Your experience may say differently.
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Well, I only played Woodies online so far in the open fumbbl (just joined an online-league with a new Woodie-Team though), but since I finally have bought that durn tree, my casuality rates are now within tolerable ranges. I do not play aggressively at all, but at higher TRs you sometimes just get 8 casualities against you in a match or even a half (it really happened) though you avoided every contact at all. You just can't escape the initial assault at the LoS or Blitzes. And against developed basher teams woodies can be even worse then gobbos in a rookie environment. Or what would you suggest to avoid 3 PO-MB-Tackle-machines at the line? A tree can be rather helpful there. And as mentioned before: It can be a major distraction! I really began to appreciate that tree (And he'll be available 75% when you kick-off at the beginning at the half, that's not too bad actually.Fronko wrote:Yeah, agreed, it does have a certain similarity to that "What was first, hen or egg?" problem.
But I still think, that negatrait can cause serious problems, if you do not have enough elves.
Well, perhaps there is no definite answer to this. It all depends on playing style. I usually avoid as much enemy contact as possible. So, I can keep casualties pretty low. If your being a bit more aggressive with your elves, it may be just the other way round.
All I can say is, it worked for me to acquire elves before the tree. Your experience may say differently.

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Okay, well a lot of things to touch on and oh so little space, well not really. ::shrugs:: Anyway, onto my thoughts.
As for the line-elf that rolled doubles it wouldn't even be a debate between the two skills. It's automatic guard, at least it would be for my team. Just a skill that is hard to pass up, especially on a line-elf regardless of his movement.
As for purchasing the treeman next I have to agree with Fronko and say that I as well purchase the treeman last. Finish picking up the other elfs that you wish to have on the team and then go for him. He doesn't show up 50% of the time for the first half, and then when he's knocked down has only a 50% chance to stand up. Not good odds at all and simply a waste of a big guy IMO.
The last point to touch on is what to do with your earned money. The wardancer even with the agility minus is still one bad ass elf, use him on the line and let him get beat up or play him like ablitzer. With blo/dge he is still valuable to the team until you can afford to replace him. Having only one catcher on your team is something to look at and IMO fix, for two catchers on the field can cover one hell of a lot more distance than the one and give you one hell of a lot more options on offense.
So to sum it all up, keep the wardancer for now and replace later, forget the treeman till last, and buy another catcher.
As for the line-elf that rolled doubles it wouldn't even be a debate between the two skills. It's automatic guard, at least it would be for my team. Just a skill that is hard to pass up, especially on a line-elf regardless of his movement.
As for purchasing the treeman next I have to agree with Fronko and say that I as well purchase the treeman last. Finish picking up the other elfs that you wish to have on the team and then go for him. He doesn't show up 50% of the time for the first half, and then when he's knocked down has only a 50% chance to stand up. Not good odds at all and simply a waste of a big guy IMO.
The last point to touch on is what to do with your earned money. The wardancer even with the agility minus is still one bad ass elf, use him on the line and let him get beat up or play him like ablitzer. With blo/dge he is still valuable to the team until you can afford to replace him. Having only one catcher on your team is something to look at and IMO fix, for two catchers on the field can cover one hell of a lot more distance than the one and give you one hell of a lot more options on offense.
So to sum it all up, keep the wardancer for now and replace later, forget the treeman till last, and buy another catcher.
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I did not even consider Pro on a Wardancer (and seldom have I seen it, never used actually) so far. As 4th skill I take Shadowing usually. I'd rather acquire more RRs actually before I'd 'waste' a skill slot with Pro (at least so I thought). Is Pro really reliable enough to give it to your key player instead of Tackle, Strip Ball, Shadowing or Side Step?
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With only two rerolls Pro is a very good skill. Like Skummy said it may allow you to reroll a failed leap roll, and you can also use it to reroll failed blocks (like when you leap into a cage to hit the ball carrier with one die and get POW/Both down). Wardancers should get Strip Ball on the first skill, then Pro on the second, barring doubles of course.
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Strip Ball for the normal skill. If every other team in your league has Sure Hands throwers then consider tackle instead.
Then I think you've got a hard choice between
Dauntless: lots of strength in league - particularly Bull Centaurs or AG 3 ST4+ players.
Jump Up: Generally very good for getting in those blocks/blitzes
Guard: To help other War Dancer make the block.
Mighty Blow: To make those blitzes a little nastier.
Then I think you've got a hard choice between
Dauntless: lots of strength in league - particularly Bull Centaurs or AG 3 ST4+ players.
Jump Up: Generally very good for getting in those blocks/blitzes
Guard: To help other War Dancer make the block.
Mighty Blow: To make those blitzes a little nastier.
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