New Wood Elf Team

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wardancer434
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Post by wardancer434 »

I'm not a big fan of the treeman for a woodelf team myself. The players are expensive on their own, and treemen tend to miss a lot of games, but I definitly think maxing my wardancers will be my first move

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slackman
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Post by slackman »

long term success vs short term ineptness. the key to winning in a league is keeping enough players on the pitch to keep your opponent from scoring. any elf team can get a td w/ a little luck when they're down to 8 or so players. but keeping the other team from scoring when you only have 8 guys on the pitch is quite a bit harder to do. depending on how good of a coach you are, and how experienced everyone else is, you may have completely different rosters in mind. personally, i go w/ the all line elf roster. why? because it affords me 12 players, 2 rrs, and decent ff.

12 line elves = 840k
2 rrs = 100k
6 ff = 60k

apoth is first purchase, then add wardancers as soon as possible. the other advantage is the fact that you are forced to use your non positional players to gain spps through passing/scoring and occasionally blocking. this most definitely promotes long term success. however, should you be facing teams starting w/ lots of block (dwarves, orcs, norse) you will be in for a world of hurt. but w/ good coaching and some luck, you can have 4 or more players w/ a skill after a few games, and you should be able to have an apoth and a wardancer by then as well.

what i see suggested most often is what galak proposed:

10 line elves 700k
1 wardancer 120k
2 rrs 100k
8 ff 80k

this affords higher ff, 2 rrs, and an awesome player to begin with. however, you will be hurting when that first player goes down, as you'll have no one to replace him with. and you must take caution to use your wardancer only as the essential blocks are needed, otherwise he will eat every last touchdown your team scores. this will leave you with a player that is even more of a target than when you started, and he will still lack support from any of this team members. since the difference between a line elf and a wardancer is the same as the cost of an apoth, you could consider:

11 line elves 770k
2 rrs 100k
1 apoth 50k
8 ff 80k

or maybe

11 line elves 770k
3 rrs 150k
8 ff 80k

simply deduce the dis/advantages of these from those stated above. in all cases, apoth is first priority (unless you're starting w/ one) and maxing your wardancer slots is always second. after that, you can consider the treeman, or catchers. generally, throwers come last, because passing is the easiest way to get some spps on those linemen.

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Post by Vesticle »

An important question would be, what are you using this team for? Depending on whether this team is in for the long-haul for for a short-tournament, I might take significantly different rosters. I'm also assuming there are no extra-odd rules, or you would have mentioned them already (like those tournaments where there are no injuries and you get 1 skill per game, and no other SPPs).

Longer-term, I would take:
10 Line Elves
1 Wardancer
2 TRRs
9 FF

Or some modification, thereof. Having high FF helps both gain extra cash, as well as protect from the unlucky PI or Throw a Rock, since it's hard to afford constant replacement elves. Taking an Apoth in your first game is a worthwhile exchange for a TRR, but personally I just never take less than 2 TRRs, especially with elves. Also, an Apoth is almost automatic after game 1 from income, while a TRR would cost 100k after your first game. Then, having a bunch of line elves helps distribute the ball and SPP better, as well as making each player a threat and inter-changable in your game plan.

If you're only going for some 5-game tournament or something, I would take more positional players, personally. The TRRs will come in handy, you won't need the FF for income as much, and if your catchers suck up SPP and gain skills, it doesn't matter so much.

And as a side note, I don't believe in that whole "makes so-and-so a target" BS. If you think they're going to target your wardancer, let them. If you didn't take a wardancer, your opponent could just as easily target one of your lineelves, that is randomly singled out. The only difference it makes is that your wardancer is a better player, and is more likely to survive. And in both cases, your opponent will sacrifice the pressure he/she could put on your other elves, as well as a balanced game-plan and player positioning. Whether or not you have a good player that may be a "target", you're going to face the same total amount of pain/bashing that you would have anyway, it'll just be distributed differently.

And then for team development, if you're going long-term-ish, I would buy an Apoth first, then a Wardancer, a Thrower, and then some catchers. A thrower is more important than a catcher, IMO (passes tend to have more negative modifiers, and the passer holding the ball can pass to anyone, giving you several options, as opposed to a catcher, who is the only receiving target), but a 2nd thrower is more of an extra. When your line elves get skills, going towards the block/dodge combo is always a staple for the elves, but also remember that as you purchase more players, less and less of your lineelves will need to take the field. This means that you can turn them into 'specialists' so that they will still have use after you have purchased your way up to a 'full' team. Having a lino with the 'kick' skill, is a good example.

And personally, I think Treemen are an unnecessary waste on a Wood Elf team, and stick out like a sore thumb.

David - Vesticle

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Post by Heiper »

I usually go with the:

10 Linos
01 Wardancer
02 RR
08 FF

setup, as it works wonders really. 12 Lino setup would set you back in the start. Yes you can only get SPPS on linos, but you don't have any player that you can really count on when it gets tough. I usually have the WD as a safty the first games. When i see it will be hard to get through, i give him the ball. He won't score, he will either handoff or throw it (I like to handoff with him, so the linos can get the SPP for throwing) depending on the situation. I at least see him as the safety net you need in the start to survive. That about targeting, yes ppl will target the WD more than linos, but he is hard to get down in the start, Dwarfs is the only race thats got a really good chance with their nasty tackle. As I see it, you will then have more linos on, less casualties against with him on the pitch. At least thats my experience with this startup.

Apoth 1st, then second WD. After that you go with what you feel is right IMO. I usually go for catcher to still give the Throws to the linos for a few more games. The Catcher is then used as a threat for the oposition (they usually defend more against that guy than linos, so supprise them by throwing to linos insted)

I've tried an other setup too.

8 Linemens
1 Catcher
1 Thrower
1 Wardancer
1 RR
9 FF

Not many like the 1 RR (I'm one of those) but you can argue that you get free RR in the positional players. For tournament i think this could be a nice setup, as you dont have to build up your linos the same way as a "long-run" League.

Phew, never ment it to be this long, anyways IMO the 10 linos, 1 WD is the way you should go. Works perfectly for me at least when I play WE (atm I play one WE and one Dwarf team)

I Hope some of this rambling helped

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wardancer434
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Post by wardancer434 »

I am probably going to go with the 10 line elves and 1 wardancer 8FF and 2RR, makes sense. This team is for a league, so I'm don't want to take too many position players in the beginning and take the higher FF. :D

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Post by wesleytj »

wardancer434 wrote:I'm a little skeptic on taking one wardancer as my only position player because he will be a quick target :(
Sure he's a target, but he can take it (unless you're playing dwarves)... a guy with blk and dge, and his statline can dominate a tr100 game.

Besides, make that work for you. If the opponent keys on your wardancer, you have 10 other ag4, ma7 guys who can score better than most ppl's position players at tr 100.

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wardancer434
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Post by wardancer434 »

Yeah, I realized my fault in saying that the wardancer was a bad choice, he's is now definatly in my starting team, or I wouldn't be living up to my name, would I :)

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Post by Bob-the-Fish »

I'm currently running a Wood elf team in my small BB league. They have gone 8-0 so far with some exceptionally good skill rolls early in the season (2 Line Elves with Gaurd will really help on defence :wink: ).
Having never run a high AG passing offence before, I decided WE would be a fun switch from my chaos dwarves. My starting squad was:

1 Wardancer
1 Thrower
9 Line Elves
2 RR
6 FF

I wanted a thrower right away so I could build him up quickly and focus on a throwing offence. Line elves work great as catchers and can keep throwing options open with so many possible recievers.
I really think Wardancers are a must for a WE team. They are the team's ace in the hole. Whenever you need a player to do something hard just tell Mr. Wardancer where to dance and he will get things done. The only problem is he could start hogging all the SPPs, so make sure to spread out the TDs and COMPs.

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