Doubles on rookie wardancer
-
- Veteran
- Posts: 239
- Joined: Sat Oct 10, 2009 3:07 am
Doubles on rookie wardancer
I'm sure it's been asked before, but maybe not under the "competition rules pack".
In case it matters the team is mostly rookies
2 RRs
Apo
2 FF
Thrower
lineman block
lineman block, dodge
lineman +1 AG
catcher block
catcher block
catcher
lineman
lineman
lineman
wardancer (doubles)
80k in bank (could choose to buy a lineman, I'm planning to save for wardancer #2 however).
I'm thinking Mighty Blow for the dancer on double 3s.
On anather note, how would you suggest developing the +1 AG lineman
Would you suggest wrestle on the later catchers? I'm also planning to get dodge first on future lineman that skill. But I wanted to get a decent amount of block on the field first,.
In case it matters the team is mostly rookies
2 RRs
Apo
2 FF
Thrower
lineman block
lineman block, dodge
lineman +1 AG
catcher block
catcher block
catcher
lineman
lineman
lineman
wardancer (doubles)
80k in bank (could choose to buy a lineman, I'm planning to save for wardancer #2 however).
I'm thinking Mighty Blow for the dancer on double 3s.
On anather note, how would you suggest developing the +1 AG lineman
Would you suggest wrestle on the later catchers? I'm also planning to get dodge first on future lineman that skill. But I wanted to get a decent amount of block on the field first,.
Reason: ''
- Drool_bucket
- Veteran
- Posts: 274
- Joined: Fri Jul 11, 2003 7:47 pm
- Location: Boston, MA USA
Re: Doubles on rookie wardancer
Mighty Blow without a second thought. These guys should be doing your blitzing almost every turn, and with Mighty Blow they are that much better at it. Add in skills like Frenzy and Tackle next and you actually start hurting the other team.
+1 AG Line elfs always get Dodge next. They go anywhere to retrieve the ball that your other Strip Ball Wardancer pops out. After Dodge, Sure hands. But Dodge to start. It will help keep him alive a little bit, and you'll be surprised what paths you'll let him take through enemy tackle zones.
Block on Line elfs before Dodge. You have to stay on the pitch and nothing protects like Block does, though Wrestle is a close, close second. You always need a Line elf with Wrestle/Tackle to get those Blodger/Sure hand players that you absolutely need to get the ball from.
I never put Wrestle on my catchers. Wrestle is mostly an attacking skill, and Catchers shouldn't be attacking.
I've actually being doing Sure Feet on my Catchers first and its been interesting, you get to put them in far away places that most teams Block players can't, or won't go, far from the action.
+1 AG Line elfs always get Dodge next. They go anywhere to retrieve the ball that your other Strip Ball Wardancer pops out. After Dodge, Sure hands. But Dodge to start. It will help keep him alive a little bit, and you'll be surprised what paths you'll let him take through enemy tackle zones.
Block on Line elfs before Dodge. You have to stay on the pitch and nothing protects like Block does, though Wrestle is a close, close second. You always need a Line elf with Wrestle/Tackle to get those Blodger/Sure hand players that you absolutely need to get the ball from.
I never put Wrestle on my catchers. Wrestle is mostly an attacking skill, and Catchers shouldn't be attacking.
I've actually being doing Sure Feet on my Catchers first and its been interesting, you get to put them in far away places that most teams Block players can't, or won't go, far from the action.
Reason: ''
Member of the DorkaMorka Blood Bowl League (DMBBL) of the Greater Boston Area
- Greyhound
- Star Player
- Posts: 653
- Joined: Wed Apr 21, 2010 8:16 am
Re: Doubles on rookie wardancer
sure feet also helps when they're knocked down to compensate for the 3 squares lost in getting up. Speed is proportionally getting better.
MV11 (if you are willing to risk the GFI with sure feet) is truly awesome, from an assist/threat point of view.
MV11 (if you are willing to risk the GFI with sure feet) is truly awesome, from an assist/threat point of view.
Reason: ''

-
- Super Star
- Posts: 1124
- Joined: Thu Apr 09, 2009 8:50 pm
Re: Doubles on rookie wardancer
I'd guard up the wardancer. You can't "seriously" challenge any team's numbersgame mighty blow or no mighty blow. With a bunch of guard/SS you can take the ball, though.
Also, I'd dodge up the line elves. Nothing keeps them on their feet & properly positioned like dodge. Even against dwarves they field on average 5-6 players without tackle and chaos dwarves field 5 too. Block is a longtime #1 recommendation, but it's still secondary to dodge in terms of survival / utility (against 80-90% of teams).
Also, I'd dodge up the line elves. Nothing keeps them on their feet & properly positioned like dodge. Even against dwarves they field on average 5-6 players without tackle and chaos dwarves field 5 too. Block is a longtime #1 recommendation, but it's still secondary to dodge in terms of survival / utility (against 80-90% of teams).
Reason: ''
-
- mattgslater's court jester
- Posts: 1487
- Joined: Wed Nov 25, 2009 6:39 pm
- Location: Bristol
Re: Doubles on rookie wardancer
Mighty Blow.
Removing players is a lot more useful.
AG5 guy, I would go Passblock, Leap, pro.
Passblock is not about use, it's about denial. When you get this guy into position, he will have a 50/50 chance of an interception.
Wardancers need tackle, sidestep. shadowing helps too. Not seen Strip ball used much, usually take the sucker down first.
Removing players is a lot more useful.
AG5 guy, I would go Passblock, Leap, pro.
Passblock is not about use, it's about denial. When you get this guy into position, he will have a 50/50 chance of an interception.
Wardancers need tackle, sidestep. shadowing helps too. Not seen Strip ball used much, usually take the sucker down first.
Reason: ''
The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
- purdindas
- Super Star
- Posts: 1067
- Joined: Wed Nov 05, 2008 10:19 pm
- Location: Scotland
Re: Doubles on rookie wardancer
Guard all the way. A leaping guard assist is gold!
Reason: ''
Have you tried my Crispy Pancakes?
Scottish Blood Bowl Vice Captain
Scottish Blood Bowl Vice Captain
-
- Veteran
- Posts: 239
- Joined: Sat Oct 10, 2009 3:07 am
Re: Doubles on rookie wardancer
I can see the appeal of guard on a leaping blodger.
But if it matters this is a perpetual league, and i might keep this team. If guard matters, it (usually) means you're leaving your player in someones TZ. Isn't playing that way with a wardancer a good way to lose them?
But if it matters this is a perpetual league, and i might keep this team. If guard matters, it (usually) means you're leaving your player in someones TZ. Isn't playing that way with a wardancer a good way to lose them?
Reason: ''
- TuernRedvenom
- Legend
- Posts: 2051
- Joined: Wed Apr 07, 2004 10:39 am
- Location: Argueing the call...
Re: Doubles on rookie wardancer
I like MB. WD's blitz a lot, and they can reach those weak players your opponent doesn't want to see leaving the field (skinks, runners, catchers, throwers,...). Getting a stun on a downfield catcher makes defence that much easier.
Guard is good too, but I prefer it on linemen. Guard is a supporting skill, WD's are natural playmakers. MB just fits their role better.
Guard is good too, but I prefer it on linemen. Guard is a supporting skill, WD's are natural playmakers. MB just fits their role better.
Reason: ''
Un bon mot ne prouve rien. - Voltaire
- Drool_bucket
- Veteran
- Posts: 274
- Joined: Fri Jul 11, 2003 7:47 pm
- Location: Boston, MA USA
Re: Doubles on rookie wardancer
Guard is a line elf's skill. But I find that its not that needed, because you're always tossing 2 dice *their* choice to break a cage, that why Strip Ball is nice to have. By the time we have one guard player, they often have many, which is canceling out that choice. Not that Guard is bad on any team, but when it comes to breaking cages I find that its often not enough.
It also makes some opponents keep the ball in the hands of a non-block player in favor of sure hands, a silly idea IMO, but if it helps me.
I find Passblock to be a better catcher skill. AG 5 players have a target on them, so Block if you're really cautious, but I'd stick with my Dodge. He almost becomes a "stunty" type player, going where he wants to despite a few tackle zones....
It also makes some opponents keep the ball in the hands of a non-block player in favor of sure hands, a silly idea IMO, but if it helps me.
I find Passblock to be a better catcher skill. AG 5 players have a target on them, so Block if you're really cautious, but I'd stick with my Dodge. He almost becomes a "stunty" type player, going where he wants to despite a few tackle zones....
Reason: ''
Member of the DorkaMorka Blood Bowl League (DMBBL) of the Greater Boston Area
- Joemanji
- Power Gamer
- Posts: 9508
- Joined: Sat Jul 05, 2003 3:08 pm
- Location: ECBBL, London, England
Re: Doubles on rookie wardancer
Sure you can. The normal pattern of play will have your opponent putting players into contact whilst you only leave him one Blitz per turn. Anyway, its not about challenging his numbers game, but maybe not being as many men down. 8 vs 9 is better for elves than 10 vs 11. More space.Carnis wrote:I'd guard up the wardancer. You can't "seriously" challenge any team's numbersgame mighty blow or no mighty blow.
Reason: ''
*This post may have been made without the use of a hat.
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
Re: Doubles on rookie wardancer
I disagree strongly. I think Guard favors the acting team, and if you can get your Guard player into position without dodging into the square, you'll have a huge advantage. It's also got excellent secondary utility on a player like this. Strip Ball is too too too easy to negate, too many different ways.Drool_bucket wrote:Guard is a line elf's skill. But I find that its not that needed, because you're always tossing 2 dice *their* choice to break a cage, that why Strip Ball is nice to have. By the time we have one guard player, they often have many, which is canceling out that choice. Not that Guard is bad on any team, but when it comes to breaking cages I find that its often not enough.
I'm not necessarily advocating Guard... you can get good mileage from Mighty Blow on a piece like this. But comparing it to Strip Ball... no. Carnis is right. Elves can win the "numbers game" by losing it. With 7 elves on 9 dwarfs, advantage goes to the elves.
Reason: ''
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.
-
- Veteran
- Posts: 239
- Joined: Sat Oct 10, 2009 3:07 am
Re: Doubles on rookie wardancer
Alright, I went with mighty blow.
But I'm not sure what else to do with the wardancer(s) now.
I don't think I want to get strip ball. If I was playing a short league or a low TV tourney than maybe. But by 200TR nearly everybody has some sure hands on their team somewhere. And there are other defenses. From passing plays to MP/PO dwarf linemen cage corners. I've only been up against strip ball a couple times, but I never had sure hands on my Norse, and I never got a ball stripped.
I think I'd like to use this one as an AV7 hunter. And I'd like to have a leap+frenzy option. Those two functions do have synergy, but I'm not so sure...
If I put frenzy on the MB dancer, I could develop the other one to be "sticky" maybe with sidestep and diving tackle.
But I'm not sure what else to do with the wardancer(s) now.
I don't think I want to get strip ball. If I was playing a short league or a low TV tourney than maybe. But by 200TR nearly everybody has some sure hands on their team somewhere. And there are other defenses. From passing plays to MP/PO dwarf linemen cage corners. I've only been up against strip ball a couple times, but I never had sure hands on my Norse, and I never got a ball stripped.
I think I'd like to use this one as an AV7 hunter. And I'd like to have a leap+frenzy option. Those two functions do have synergy, but I'm not so sure...
If I put frenzy on the MB dancer, I could develop the other one to be "sticky" maybe with sidestep and diving tackle.
Reason: ''
- Greyhound
- Star Player
- Posts: 653
- Joined: Wed Apr 21, 2010 8:16 am
Re: Doubles on rookie wardancer
Tackle next, for the av7 it's important. Fenzy then buy a new one. Unless you gets stat increase wardancers die young. Too many blitzes, dodges and failed leap for av7
Reason: ''

- Drool_bucket
- Veteran
- Posts: 274
- Joined: Fri Jul 11, 2003 7:47 pm
- Location: Boston, MA USA
Re: Doubles on rookie wardancer
Frenzy next, for sure.
Frenzy, Blodge, Leap, MB on a MV 8 AG 4 player will change your opponent's tactics quite a lot.
Sidestep after that, or Jugger on doubles.
He can linger behind his teammates safely, then on your turn Blitz forward, smashing an opponent, then returning to the safety of his teammates. Or, if your opponent goes to close to the sidelines, like a missle he heads out and clears the pitch.
I do whatever it takes get players off the pitch, more than going straight for the ball. I slow an opponent with "one space defense" and then shove anyone near the sidelines off the pitch. When elves get a numerical advantage, they rock and roll.
The other WD becomes your more reliable player, Tackle, Strip Ball is how I do him. Then Sidestep.
Frenzy, Blodge, Leap, MB on a MV 8 AG 4 player will change your opponent's tactics quite a lot.
Sidestep after that, or Jugger on doubles.
He can linger behind his teammates safely, then on your turn Blitz forward, smashing an opponent, then returning to the safety of his teammates. Or, if your opponent goes to close to the sidelines, like a missle he heads out and clears the pitch.
I do whatever it takes get players off the pitch, more than going straight for the ball. I slow an opponent with "one space defense" and then shove anyone near the sidelines off the pitch. When elves get a numerical advantage, they rock and roll.
The other WD becomes your more reliable player, Tackle, Strip Ball is how I do him. Then Sidestep.
Reason: ''
Member of the DorkaMorka Blood Bowl League (DMBBL) of the Greater Boston Area
- Drool_bucket
- Veteran
- Posts: 274
- Joined: Fri Jul 11, 2003 7:47 pm
- Location: Boston, MA USA
Re: Doubles on rookie wardancer
My catchers are always the players that get killed. They live more dangerously than my Wardancers, seem to annoy my opponents about the same and since they are STR 2 and an easier target, usually get the stomp long before my WD get any attention.Greyhound wrote:Unless you gets stat increase wardancers die young. Too many blitzes, dodges and failed leap for av7
But I do baby my Wardancers.
Reason: ''
Member of the DorkaMorka Blood Bowl League (DMBBL) of the Greater Boston Area