My personal
opinion here is the same as noirs, Treemen and all big guys can be amazing
players but they can be useless and in this case inanimate brutes that don't do
anything for the whole game. Wardancers however are star players that you can
keep and can be leveled very easily and win you your first 3-4 matches
therefore allowing you to get your apoc and Treeman nice and quick.
The biggest challenge with a Wood Elf team is deciding that starting lineup and
what to compromise on. If you forgo WD for linemen then sure you will get more
RR but you lose two starting blodgers. However you do gain two huge targets so
it ultimately comes down to your tactics and how you play your team.
Ok, so what
I am looking at here is a high turnover in Line elves. That is good to know, it
seems to point to the idea that getting blodge on at least 3 Line elves will
signifigantly decrease operating costs for a WE team. With this in mind it
would seem to be most profitable to power level Line elves as fast as possible.
That seems to point towards a heavily line elves build.
You don't
replace your crippled linemen, you keep putting them on the line of scrimmage
till they're dead.
Imo, one WE
lineman will be out in almost every matches and they will take hits for sure.
So i will always place my linemen with no SPP in LoS and try to have as soon as
possible Wrestle on 3 of them
Wrestle for a WE lineman is very interesting because it avoids a armour roll
and it left your opponent lineman on the ground as well. Against a bash team it
means that more than 50% of his MV will be lost and this is what you want.
at the
beginning, linemen are canon fodder and can be replaced with journeyman.
Also
remember rerolls are half price at team creation, so you'll pay through the
nose for them later.
Teams that
don't take WDs early have (in quite a few cases I've seen) chosen to 'cash them
in' for the discounted rerolls, and make it clear that they will be priority
purchases. It's not like they are hard to skill up
While
woodies shouldn't go toe-to-toe with other teams all the time, that doesn't
mean they should avoid contact altogether. Instead, they should choose when and
where to engage, and having a MA 9 guard helps a lot with this. Elves with a
ton of guard make for a very dangerous opponent, as they can choose to bash
back if need be and get the assists they need to open up cages. Besides, the
whole team is AV 7 and your players will die sooner or later. I don't see the
catchers as players that need to be given special protection, as you can get
four of them, they're very easy to skill up, and they start with dodge which
gives them a leg up on the line elves.
Quite
simply, guard is the best skill in the game after block. I'd take guard on all
doubles on all elves, except for some mighty blow on wardancers, witch elves,
or other elf blitzers .
Yup, most of the top NAF coaches use a treeman. Most importantly he reduces the
casualties you are taking because it's one less line elf that goes on the los
each kickoff.
If you get
the choice, always kick first. You can often delay them 4-5 rounds, and then
score in 2-3, and then delay to finish the first half 1-1.
Why would the opponent score in the 4-5th round? He knows that you can score in
2 rounds. And he can beat the crap out of you as long as he has the ball and if
you don't have any players standing he can wait till round 8 without any
danger. And on your receive, you have 3-5 players left to put on the field with
wich you are to defend the ball (not speaking from making a TD). Or if you
handle to make a TD, he has another chance to throw 3+ blocks against your LoS
AND blitzing one of your players.
Towards the
end of the game, start to throw fouls (people don't expect it from elves) to
get additional injuries.
You don't get SSP for injuries done by fouling. So what's the use, except to
weaken the oppsing team for his next opponent? Maybe getting your own players
to "safety" when they are sent off by the ref?
If you get
the choice, always kick first. You can often delay them 4-5 rounds, and then
score in 2-3, and then delay to finish the first half 1-1.
You seem to play against other player which don't understand the tactics of the
game. If I have a bashy team and can protect the ball for 5 turns, why should I
score on turn 5 and not keep bashing you and score on turn 8?
I think strip ball is a must on the
WD.
I've had good luck with 2 of my
catchers taking wrestle and 2 taking block. The ones with wrestle are used for
getting the ball from the opponent and the 2 with block get sure hands and are
the carriers. It's been working pretty well.
3.) Your WD are fine the way they
come, so every skill added is a nice bonus, but not really needed. So do what
you have fun with. If you take Frenzy better be ready for some one dice rolls.
Fend, Side-Step. Strip Ball and Tackle are my most used skills on WDs.
2. Guard is gold on agility teams
3. Sidestep gives you control in the opponents turn, place your WD next to a
player without Tackle and you get a free movement without having to dodge!
ST > AG > Guard > Wrestle
(or Block) > Dodge > Sidestep > Jump Up
You elf coaches are probably the
right guys to ask. How do you stop (or even attempt to stop) an elf 2 turn
touchdown with Orcs or Chaos? The elf thrower picks up the ball and retreats
out of blitzing range then floods the endzone with catchers. Even if I put some
pressure on the ball carrier hes got so many options on the second turn. He can
handoff-then-pass, long-pass, blitz-a-catcher-free-then-pass. I feel like a
spectator.
Grab it pretty nice, makes sure you
have someone around you even if you get rooted, keep them in place! ^^
My elf team includes a catcher with
a move of 10 and the sprint skill, which makes him a total 1-turn touchdown machine.
The play is simple;
I set him on the LOS in a widezone with a wardancer bodyguard
Thrower at the rear of the pitch fetches the ball from wherever it lands, runs
over and makes a short/quick pass to the catcher. Between the Pass and catch
skills and high AG, only a string of natural ones can fail this part.
Wardancer blitzes, runs forward and makes a hole in the enemy line, blodge and
carefully positioned linemen make this one pretty
safe, most of the time a pushback is all I need.
Catcher runs all the way to the endzone unopposed. This is actually the weakest
part of the play because of the the 3 GFIs required.
I only use him when receiving so he's safe from assassination the rest of the
time.
Catchers on the other hand, are
great with Shadowing on Defence.
Strip ball is good for the other
wardancer. Never take strip ball on high STR players. Build high str players to
take down the opposition, that gets the ball loose as well. You will have 2
dice vs most opponents: make them count!
Strip ball is good for players hitting at 1 die or even half a die since all
you need is a push. As such it's an absolute waste on a +STR player IMO.
STR 4 + Frenzy also really heps
taking cages apart, you can blitz the corners off a lot easier so you don't
need a leap to get at the ball carrier.
I had a MA 9, STR 4, Frenzy War
Dancer once. That was probably the most game deciding player I ever had (and I
play this game almost 15 years now). Even more so after he got Side Step.
I would develop a +AG catcher as a
defensive player.
In fact, aside from a catcher who gets +MV (= 1 turn scorer) you should develop
all your catchers for defensive play. Wood elves have no trouble when receiving
the ball with AG4 and high movement across the board.
In terms of tactics for the team the
following play is the default set up for the Sentinels and they allways prefer
to kick in order to defend against the enemies cage while they remain at full
team strength.
Further to this, wrestle is a great skill to have against being blitzed for the
low strength wood elf catchers as in a 1 on 1 fight if it is block vs block you
will both be standing only with a low strength you will not be able to push
back the attacker in your own turn without help so you have to dodge away -
possibly breaking up your lines and risking a turnover. With wrestle you put
the attacker on the floor which means they cannot block you next turn so you
dont HAVE to dodge away and it also removes their tackle zone if you do wish to
dodge away. Also by putting the player on the floor it opens them up for a foul
- especially when you have easy access to sneaky git to minimise the risk.
I disagree. Guard is the best skill
in the game after block, and you should be taking it on almost every double.
Sure, get MB on your dedicated blitzer (likely a wardancer), but guard on
everyone else is a good policy. You can't count on getting doubles, your
players are going to die, and there's no such thing as too much guard.
Now in terms of stand firm, it is a great skill for containing the opponents
advance. side step is great for slipping into the cage but by stepping around
players you will let some slip through and also let the opponent follow up
possibly creating a hole in your line. The great thing with stand firm is that
it allows your line to not give an inch - it acts kind of like a combination of
side step and fend. Combine it with jump up and you have linemen that will
actually hold the line rather than giving up that 1 square a turn - all while
being able to push back the opponent with a counter attack.
And every single team should have
one dedicated fouling machine. Every team.
Wardancers: Tackle will be useful as
they're your main hitters and strip ball is useful for going after ball
carriers, or at least forcing your opponent to keep the ball on his sure hands
player. Side step is pretty much a must at some point, as it protects them and
makes them much more annoying. I'd probably take frenzy for one very soon, as
an MA 8, AG 4, leap, frenzy player is a terror on the side lines. Dauntless
might also be an option, but you're probably better off having it on a few
catchers and possibly linos. Diving Tackle is also a good skill and fend might
be worth it as well.
Right now, I'd probably build my wardancers like this, assuming they roll normal
skills for the their first 3 skills:
WD1: tackle, strip ball, side step
WD2: frenzy, side step, tackle
MB would be my first choice at doubles, but guard is always good as well.
As for catchers, here a few builds I'd like to try:
wrestle, dauntless, strip ball (leap, side step)
block, side step, diving tackle
Guard on doubles for the catchers.
Sure feet and sprint are pretty useless for these players, unless you want to
build a dedicated one-turner. However, this is not recommended as push backs allow
you to make one-turn TDs relatively easily if you really need to score in one
turn.
I'm not the most experienced player
there is, but cages are far from unbeatable, especially if you're Wood Elves.
If their cage is really tight, you can just block one of the corners and shove
the ball-carrier out indirectly. By putting some of your own players on the
opposite corner, you can even shove the ball carrier right into a swarm of your
own team. If they're all the way back in the middle of their side (Or anywhere
far enough that they're not breathing down your neck), you can spread your
players out two squares below the cage. They'll only be able to move one square
at a time, and can only block you once a turn with Blitzes. They'll never make
it to the end zone, and will be forced to break the cage. Then they're yours.
This is where your wardancer comes
in. If he has caged do not blitz a corner. Instead send in a sacrificial elf to
negate assists and leap into the cage. With a reroll you should be able to get
the ball lose. This is why you do not wait until turn 8. Hopefully it will work
the first try but you want a second chance if it doesn't. This is also the turn
where he will bash your elves so know it is coming and take your lumps. Once
the ball is out it is a free for all where the elves have a good chance to get
the ball due to their agility but if they cannot at least you have kept the
orcs from scoring.
про гномов I do agree that they can't dodge well, though.
You got to use that fact to your advantage. I usually surround their cage
loosely (learned that from a guide), so that there's one space between us. This
way they can only blitz once to make an opening, and the rest of their team
will have trouble moving up the pitch or dodging around your defense line. Great
tactic for stalling.
I have a wardancer with +AG, +AV,
+ST who absolutely dominates since he has a buddy line elf with +ST, Mighty
Blow, and Tackle. The two together are so devastating sometimes it seems
unfair.
Block is the most important skill for a Treeman player
as it makes for a
solid defence for your team. After that, the Treeman
would most
benefit from Frenzy, enabling him to make a second hit
in case his
opponent retreats - although there is a risk that this
needlessly
draws him away from the action.
It is possible to develop passing skills in Throwers
but they don’t
necessarily need to focus on the obvious choices that
the other teams
need to, so the Hail Mary Pass is worth considering as
it allows the
Thrower to throw the ball beyond the typical throwing
distance, but
only use this when you also have a Catcher with the
Diving Catch
skill since the pass is never accurate.
If you are playing with a fast team
(Wood Elves, Skaven, etc), you have the speed,
for example, to perform a fake manoeuvre by
putting the majority of your players on one side
and then sprinting to the other side with one or
two when needed, either with a throw or a quick
move. Even if you have a fast team, you should
put your blockers at the front, ideally spread out
with Linemen for support to protect your fastest
and probably weakest players. This kind of team
should try to weaken the enemy team’s defensive
players by attacking first one side of their line and
then the other; so put your best fighters on one
side, gradually moving across as you take out
enemy players.
More subtle choices include Jump Up, as it limits
damage from a Diving Tackle, and it can be useful
for teams who lack Blockers. Finally, there’s
always the classic combination: Dirty Player and
Sneaky Git, which allows you to attempt a few
devious attacks without the risk of receiving too
much damage in return.
Sprint in one of the catchers is
good though, he allows you to score in one turn if Quick Snap is rolled in the
kick-off table (a lot of "ifs” in this…but it happens now and then: chance to
roll 8 on 2d6 is 5/36, not too bad). If you enjoy a passing game maybe you
should consider skills as Diving Catch or Nerves of Steel…these are not my
priorities though.
+1ST or +1AG are a gift from the
Gods in a WD, you might want coupling a +1ST with Diving Tackle or Frenzy,
while the +1Ag works wonders with the skills he already has as rookie, and with
Stand Firm. +1MA is not so good here, so if it is 5+5 I might get the double.
Basically, almost any skill is good on a WD as he already has the basic ones,
just try to choose skills that work in combo and maximize each other.
LINEELVES
They should definitely get Dodge as first skill, then Block for the combo. On doubles
get them Guard as they will be the ones holding the line and need as much help
as they can get…I’m not a big fan of Jump up for low armour guys as most of the
times they will either be face down or fouled out, if their 3rd skill is not a
double get them Side Step.
Anyone that gets +1AG should go the Leap,Dodge & Block route (maybe in
different order). Anyone that gets +1ST should consider either the Dodge+Block
combo or Block+Diving Tackle or Block+Frenzy…all of them good.
+1MA is the worst roll for these guys, as it means delaying any combos.
Then if you left the prone guys
prone at the start of the turn you can stand them up and try and dodge them out
as well. Just a quick guide to stalling a cage, though ideally you want to kick
deep and stop them even forming this far in the first place.
Oh yeah and another guy actually
made room for me on the side of the field , stupid as I was I actually tried to
go for it through there, four rounds later 5 of my dwarves were off the field,
I'm not gonna fall for that again but not many people know this strategy.
I like to get in there and push
pressure on the cage ASAP, if you can stop it forming all together then you're
gold. 2 squares back from the LoS is ideal imo.
One setup I tend to like to use is
this one:
___________________________._-> LoS
|_._._._|_._.X.X.X._._|_._._._|
|_.Y._._|X._._._._._.X|_._.Y._|
|_.X._._|X._._._._._.X|_._.X._|
|_._._._|_._._._._._._|_._._._|
Think this is probably my favorit defensive setup, used it alot over the years.
This is a pretty offensive defence style... so against quicker teams, that can
slip through between the 3 on LoS and the 2 closest to them on either side, can
cause problems.
This is one of the purpous of this
setup, to force your opponent to go where you want them. You know where your
enemy is most likaly going to try and go, and your going to have him surounded
in such a way that you can easily choice where to strike... atleast against
slower teams. Because all of your players will be in range to reach a potential
cage being created in the center.
Beating Dwarves with woodies isn't
too hard, although you might need them to fail a pick up. Just don't score
against them too quickly when receiving and don't give them too many
opportunities to grind you down. The real trick is beating them and not getting
mauled too badly.
In defence you wanna flat line them.
This is all your players in a row, if they hit you or move up into contact then
just remake the line so there's 1 square between them and your line. This
controls how quickly they can move down the field. You will get players who
fall over which is why you wanna get dodge for those 1's. They only get 1 blitz
per turn so that's only one block per turn.
Mix in some wrestle as well. A
player with "wrodge" (wrestle/dodge) is extremely irritating for a
bashing/running team because it can mess up player positioning, knock down
players with guard, and generally create problems for advancing down the pitch.
"wrackle" (wrestle/tackle) is also a great tool to bring down a player
with "blodge" (block/dodge). Fend is a decent 3rd skill, followed by
jump up or sidestep.
Strip ball is the obligatory first skill for wardancers, tackle is also helpful
as well as fend, side step, jump up etc. I would disagree that sure feet and
sprint are good skills for a catcher. Every player on a Woodelf team is so
agile and so mobile that there is really little need to turn your catchers into
dedicated scoring SPP hogs, I've always found catchers are better at being
developed with maximum annoyance in mind. Giving them skills like side step,
diving tackle, wrestle maybe pass block will cause significant frustration for
an opponent. A dauntless catcher could even be turned into a pretty decent
blitzer.
Guard is the doubles roll of choice for players like linesmen and catchers in
my opinion. You won't be using it to out-bash anyone except goblins, skaven and
other elves but it will allow you to make those critical strikes when you need
them. Wardancers with mighty blow might help you score the odd casualty which
is always welcome, throwers take strong arm to give them excellent passing
range and ofc Treeman takes block on doubles. The ONE exception for this is
double 5. If you roll double 5, TAKE +MA. +MA is the best skill possible for a
treeman because it means he no longer has to roll a 4+ to stand up.
Remember that Elves scoring success
rely mostly in punching holes as void from tackle zones as possible for your
running, passing etc, so you do not care if the linemen creating it end up
prone as long as they are not hurt in the process. Blodge can give you the same
efefct aswell but as TV grows you will find more and more opponent linemen with
block aswell and therefore negating your blodged hole punching effectiveness,
hence wrestle as the more efficient (at least statistically) way to go.
Wrodge being the defensive approach
to wrestle and wrackle being the offensive one, I would typically favour a mix
of both in your team so you can use those according to your situation... i.e.
use wrodge at the front of your stalling line in defense, and use wrackle to
punch holes against blodge opponents, to screen your ball carrier creating
dangerous tackle zones to cross, or to help WD assaults on cages.
Leave blodge rather for :
a) when you need a safety ball carrier that you know is going to suffer a
blitz, or one that you think is going to need one to break free and move on.
b) or for taking an oppotunity blitz/block against non Block skilled opponents
in your critical path or key weak link players such as dwarf runners etc (i.e.
if a dwarf player with a lone sure hands runner has it prone or injured, who's
going to pick up the ball? there).
Re catchers I also agree with Porkus
on making them annoying rather than faster, plus 1 turn scorers tend to be
marked for death and dont last long. I typically have my catchers with pass
block (this one is a big annoying factor) and diving catch as first skills on
normal rolls right away. The threat of 2 unmarked catchers spread in the field
with pass block can reduce quite effectively the passing ability/willingness of
your oponent, hopefully forcing him to carry the ball all the way through and
hence slowing him down further.
Getting block/dodge or wreste/dodge
(blodge, wrodge) on every elf is what makes woodelves so effective.
I am shocked that no one has
mentioned this yet but any cage can be brought down with just 3 players on the
cage and one to free the ball up. Here is how you do it. You need two players
with the Grab skill and one with the Guard skill. So your cage has four sides
and you can pick anyone of the four that is available so you use your Grabbers
to move one side of the cage out (relying on the Guarder to give assits). Your
Grab players can open the cage wide open then you blitz in with a blitzer and
drop the ball carrier. I like to build my blitzers so that they are designed
for one purpose, to free up the ball. For this I like to go Tackle, MB and
Wrestle. Many people like Strip Ball which can be useful but several teams
primary ball handlers have Sure Hands. With Strip Ball as well as Wrestle
against a non Sure Hands player you have an 84% of freeing the ball. With
Tackle and Wrestle, even against a Sure Hands player you have a 50% chance of
freeing the ball up plus you bring down the ball carrier as well. Then you
should have a nice big gap (because of the grabbers) to move in and pick up the
ball.
If you have a superior cage (one with Stand Firm players) players with Wrestle
will work in place of Grab. For the best specialized cage breakers go with Grab
and Wrestle. For the best ball freeing blitzers go with (after Block) Tackle,
Wrestle and Strip Ball but these make for a fairly specialized players. On the
other hand the Grab/Wrestle players (I just use lineman) are also extremely
good for opening running lanes on offense as well.
YEah but for Wood Elves two Grabs
and a Guard would all require doubles.
1)
Stop
the cage forming - take kick skill, kick deep and flood the backfield.
2) Delay the cage - just dodge one square back, restricting your opponent to a
single blitz per turn. They will eventually run out of time and need to push
forward and offer better opportunities to turn them over. Wrestle/Fend/Sidestep
are all great skills for slowing/delaying cages.
3) Attack the cage with leaping war dancers. Do not do this very often. First
of all it burns rerolls. Secondly it generally means you commit players to the
cage - so giving your opponent blocking opportunities.
WD Take Piling On, then take Jump Up
next level. Use Piling On for EVERY armor break that is not a KO or better.
Keep an elf or two around her to stop the gang fouling and her ability to
remove players from the field will go up dramatically.
Leaving players prone can be a valid
tactic - standing them up only to get hit again should be reserved only when
you want to hold up certain opposition players, or to prevent assists
elsewhere. Alternatively, leave them down until the end of the turn, then stand
them up and dodge them away.
Strip Ball is very useful on a
Wardancer, even though you will be facing a lot of opponents with Sure Hands
players. What you are aiming for with Wood Elves is to create tactical
situations that can be exploited by you: You are forcing a caging team to pass
the ball or suffer a 2-dice blitz on the ball by their turn two, you are
splitting their team in two halves or you stall and give them 3 turns to score,
so the normal sure hands ball-carrier cannot run it all the way etc. Lack of
Strip Ball leaves you vulnerable to certain strategies: Elfball stalling on a
Blodger, elfball two turns touchdowns by caging (teams with a weak thrower and
a weak bashing game can often pass the ball in their first turn and make a cage
on your field, from were its easy to score by turn 2) and Strong ball-carriers
(mostly without Sure Hands)
Dodging away instead of using a two
dice block to push the opponent away is generally more risky, for all that it
offers more flexibility. For that reason, my tendency with Wood Elves is
actually often to do the most risky, high-return things first. When on offence,
assuming I have the ball safe and deep, I will frequently do my blitz - or
other effort to create an opening for the score - before dodging my Line-elves
away, or making any block actions I plan to make. Similarly, on defence, if I
mean to make an attempt at going for the ball-carrier, I will often do this
straight away, instead of saving this often risky move till last.
The reason for this is that
all those dodges away are risky! Far more risky than two dice blocks, as noted
above. I do not want a turnover before I get the chance to make my big move,
nor do I want to end up wasting a Team re-roll on something that matters far
less to me than that big move!
What is more, if the big
move does come off, I want to have players who still have yet to act and can
capitalise on its success.
Sometimes that Guard-packed cage
with the Sure Hands ball-carrier is just too tough to attack. In such cases I
recommend just ignoring the cage and blitzing and gang-fouling a selected
opponent: Wood Elves who suddenly seem to ignore the ball and foul can provoke
an angry response from the opponent, which may also mean a less well-protected
ball next turn.
Many disciplined coaches won't care
how much you foul though, and won't let it disrupt their plan. Sometimes you
just can't break a cage: and there is no sense in man-marking with fragile
elves in a futile effort to slow one down. If you feel lucky, and have your
apothecary in reserve, throw the Wardancer in: but don't put the entire team at
risk.
This style of Wood Elf game is much
less effective against an opposing team which is comparably mobile and agile.
Against other elves, Wood Elves at least still have a slight MA advantage, but
Skaven are certainly the most fearsome opponents for them to face. (Please note
that when facing other elves or Skaven, almost none of the above should be
taken to be good advice!)
A Wardancer needs skills to help
blitz the ball-carrier - Tackle and Strip Ball - and to keep himself alive -
Sidestep (essential for minimising chain-blocks when you leave him close to the
opponents). Sure Hands can also be a good choice, as a Wardancer will often end
up holding, or wanting to pick up, the ball one way or another.
Mighty Blow is attractive on doubles
as you might as well make your team's infrequent blocks count, and Wardancers
do most of the hitting. Dauntless might seem useful for evening the odds
against some teams, but remember that overall you will never dependably be able
to match those teams at a block-based game. Frenzy can be effective if deployed
carefully, but tends to lure a Wardancer into unsafe positions.
Catchers are a luxury on a Wood Elf
team: you don't need them in order to score unless you have an unhealthy
obsession with one-turn-touchdowns. Block is essential for their survival,
especially given ST 2. Sidestep is again a default choice. Sure Hands can again
be attractive as, with MA 9 and Dodge, a Catcher can reach a ball that has been
knocked loose almost anywhere on the pitch.
Throwers are similarly a
luxury item for a Wood Elf side, as any elf can pass reasonably and Throwers do
not start with Sure Hands. A Thrower only generally becomes a key part of a
side when he specialises by acquiring a few skills becoming either: a Long Bomb
Thrower with Strong Arm, Safe Throw and Accurate; or more rarely the prime
ball-carrier in a more adventurous running style, with the likes of Block,
Dodge, Nerves of Steel and Dump Off. You have to give this guy the ball a lot
of course, so he needs Sure Hands to help make this dependable; or
alternatively Catch if you prefer to collect the ball with a Sure Hands
Catcher, or with a Lineman you want to skill up.
Treemen are considered
essential by some Wood Elf coaches, but in my opinion this is only the case if
a coach is still wedded to the block-based game. Even with a Tree, winning the
block battle will be a massive uphill struggle. At higher TRs, a Treeman does
become ever more and more important for absorbing a little of the damage that
can be dealt out by Claw/RSC monsters, Mighty Blow Tacklers, and Dirty Players.
The usual Big Guy progression rules apply. Multi-blocking with a Tree is indeed
cool, but is probably not something to base your plays on.
Linemen are critical
players to the Wood Elf team, and never just LoS fodder. 7 3 4 7 is the stat
line of a ball-playing dynamo! Faster than many teams' positionals, these
players are well capable of doing almost anything, with only a little favour
from Nuffle filling their sails. And once they get Block and Dodge ...
Standard Wardancer Carrier Blitz
(equivalent strength block, WD ST3 vs carrier ST3):
1- Review oponent's cage and select an entry spot that allow your wardancer be
in touch with the carrier with the minimum number of cage players applying
tacklezone on her.
2- Move Linemen into tackle zones of said cage players so they can not assist
ballcarrier anymore.
3- Blitz in Wardancer, using leap if it gives you better odds than dodge. For
this to be successfull it is wise to have 1 or more rerolls handy. Try to
execute the blitz pushing away from your TD zone, so if a push result is rolled
then you can opt to push the carrier back, and maybe even opening the cage somewhat.
Do not forget to push the blitz button before blitzing with a leap just in
case... I ve flost count of the number of times I have started the attack with
the WD only to realize I had forgotten to actually hit the blitz button...
This should give you either a single die block roll if the ball carrier is ST3
or 2 red ones if he has ST4 or more.
If carrier is ST3 the odds are not that bad, 50% (or 75% if you use re roll),
specially if the carrier does not have block skills. If he has block then
chances are 33.3% (or 55.4% with a reroll). These assume carrier does not have
the dodge skill, otherwise your chances of a loose ball drop (pun intended) to
33.3% if defender does not have block (or 55.4% with a reroll) and 16.6% with
block (30.4% with a reroll). If ST4 or more, as suggested above, I would
recommend not to a blitz, but then again probably the carrier's MA is not that
great so not such a bad idea to simply slow down the cage further by walling 2
squares ahead of it and forgetting about the blitz.
Now to maximize your chances of blitzing in successfully there is a skill that
will help immensely your Wardancer: Strip Ball. This will increase your chances
of a loose ball: 83.3% against your standard non skilled ST3 (and 97.1% with a
reroll), or 66.6% if he has Block skill (88.7% with a reroll) in which case you
can even risk a blitz into a ST4 carrier as the push results will also count as
good: 69.4% chances of a loose ball to be exact (90% with reroll), or 44.4% if
carrier has Block skill (69% with reroll). These asume nearby cage players have
been covered by your own linemen as in step 2 above so unable to assist, or
otherwise ensuring the difference in effective strength is kept at 2 red dice
tops.
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