My Woodelve is mutating!

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howlett
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My Woodelve is mutating!

Post by howlett »

I won the NF (Nordfriesland, Schleswig-Holstein, Germany) Chaos Cup 2511.
My team has a value about 1.8 mio with these players:
9 Lineman
2 Wardancer
2 Catcher
1 Treeman

Now, one (i rolled a 1 with a D3) of my Woodelves is mutating :pissed: or gets Hypnotic Gaze, Stab, Regenerate.
I cannot decide between 3 Choices:

1. Wardancer (+Strip Ball,+Shadowing) gets Horns
2. Wardancer (+Strip Ball,+Shadowing) gets Big Hand
3. Treeman (+Guard) gets Tentacles

What do you think about it?
Do you have other interesting ideas?

This might help you:

I Va Perception Linewomen 7 3 4 7 II 2 70 000 gp

II Ines Tearshriek Linewoman 7 3 3 7 I I 3 70 000 gp

III Levy Timbersage Linewoman 7 3 5 7 II II II 12 110 000 gp

V Dysis Fall Linewoman 7 3 5 7 Leap II IV III 29 130 000 gp

VI Jela Aeon Linewoman 7 3 4 7 N I 5 70 000 gp

VII Ava Ease Linewoman 7 3 4 7 Kick III II 7 90 000 gp

VIII Eowyn Leavy Linewoman 7 3 4 7 Block, Dodge III I II 21 110 000 gp

IX Keelia Pridecry Linewoman 7 3 4 7 Block II 6 90 000 gp

X Tyra Dandelion Thrower 7 3 4 7 Pass 90 000 gp

XII Cali Lightningspeed Catcher 9 2 4 7 Catch, Dodge, Block III 9 110 000 gp

XIII Dyre Zwi Snatch Catcher 9 2 4 7 Catch, Dodge 90 000 gp

XIV Lana Rage Wardancer 8 3 4 7 Block, Dodge, Leap, Strip Ball, Shadowing, I VII 22 160 000 gp
Horns
XV Lea Sundown Wardancer 8 3 4 7 Block, Dodge, Leap, Strip Ball III 9 140 000 gp

XVI Oak Treeman 2 6 1 10 L, MB, SF, SA, TR, TS, TTM, Guard I I 7 120 000 gp

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GalakStarscraper
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Post by GalakStarscraper »

Its supposed to be D3 random players. Did your league house rule it to be one player of your choice?

Galak

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Oh.. you're right

Post by howlett »

I recently read the text again.
We don't have a house-rule, that the winner may choose the player, who is mutating. I will inform my league-director about the fault and let the dices choice. After that, we can talk about the mutation of the random choiced elve.

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It's a wardancer

Post by howlett »

Nuffle's choice:

# XV
Lea Sundown
Wardancer 8 3 4 7
Block, Dodge, Leap, Strip Ball
140 000 gp

Big Hand, Horns or something else? What do you think about it?

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Post by Joemanji »

Take HypnoGaze ... makes cage breaking with Wardancers even more effective, and you have the AG 4 to make best use of it. Stab really isn't worth it for WEs, as you don't want to be leaving AV 7 players in tackle zones - either dodge out or block normally. You might consider Regenerate if the skill ends up going to one of your AG 5 players, but regen is really most effective in bulk. On just one player it can end up wasted.

edit ... just seen the latest post
howlett wrote:Nuffle's choice:

# XV
Lea Sundown
Wardancer 8 3 4 7
Block, Dodge, Leap, Strip Ball
140 000 gp

Big Hand, Horns or something else? What do you think about it?
Hmm ... bummer. You wanted HypnoGaze on anyone but this guy, as he is the one leaping in to Strip Ball. I'd say Big Hand or Horns are great calls.

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It's hard to decide

Post by howlett »

So, what's better now?
A wardancer with picking up the ball ignoring tackle zones or
a wardancer with blitz ST4?

It's hard to decide. I lean towards big hand. mhh...

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Post by Mad Jackal »

1st off I had to shake my head when reading this thread subject as I know Darkson won't be pleased to hear this.

I myself would lean towards Regenerate. Frankly I think the 30k for a chance at regenerating injuries on your 120k star is totally worth it.

After that I think Horns is the way to go. WarDancers are primarily used the blitz to free the ball for some other schmuck to pick up. (I develop sure handed catchers for that job)

I don't know how you use yours though with that shadowing selection..

Of course if you actually use the shadowing that much have you considered tentacles?

I'm sure you have considered these.

Foul appearance will also help to lengthen the War Dancer's life span

After that I would look into claw if there are lots of 8 av or greater players in the league. That extra bite on the armor roll helps lots even if it's just for stuns.

(PS isn't Grab a very very good choice for your tree on regular skill rolls?)

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Post by howlett »

Okay, i see.
It's right, that my wardancers are my blitz-action-guys and not the pick-up-ones.

Now i'm thinking about to choose Horns or Regenerate...

P.S.: by the way.. Happy new year!

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Post by Warpstone »

Regenerate, because most talented war dancers end up either permanently gibbled or dead in short order. It will likely give you the confidence to make some risky plays with him that will end up winning you more games.

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Post by DoubleSkulls »

Long term leagues (which yours sounds like) I'd say regenerate. Shorter term Horns is probably the best bet.

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Post by Tritex »

I would go regenerate. Lets be honest an AG 4 guy has agood chance at picking up ball anyway and is only otherwise benefitting from the big hands in a tackle zone cage break which in most instances is likely to have 2 opposing tackle zones a roll of 4+ which is not undoable.

WD in the long game have a good chance of getting an AG or STR increase which is better than horns. Or you will get strip ball / tackle which will be as good as in cage break scenarios.

I then would choose Regenerate all the time. This can be used far more effectively and will preseve him far into the future. It also means if he does get BH you get a chance to get him back on the field in the same game. Far more effective than a +1 on cage break blitzes. Remember as you are an Elf team you also still have the back up of an Apoth so he has very good survivability all round.

Hope this helps!!! :P

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Post by Joemanji »

Tritex wrote: Remember as you are an Elf team you also still have the back up of an Apoth so he has very good survivability all round.
You have to decide whether to use the apoth before rolling for Regenerate now.

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Post by Darkson »

Mad Jackal wrote:1st off I had to shake my head when reading this thread subject as I know Darkson won't be pleased to hear this.
Darkson is putting this thread on his banned list (bloody stupid tournament rule... :pissed: ).

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Post by Tritex »

Joemanji wrote:
Tritex wrote: Remember as you are an Elf team you also still have the back up of an Apoth so he has very good survivability all round.
You have to decide whether to use the apoth before rolling for Regenerate now.
OK well either way he gets a two shot chance at living which is a lot better on a WD, don't you agree?

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Post by howlett »

Tritex wrote: WD in the long game have a good chance of getting an AG or STR increase which is better than horns.
In this point i disagree as i think, that the chances to increase AG or STR are small.
But the most effective skill may be regenerate and that's what my WD will get now.

Now, the next question... How can I agree with this mutation from the RPG-perspective.
Well, if the WD gets Claws or Horns, he could wear them on his armour. But now, he's bitten by a vampire, kissed by nurgle, or what? :D (I'm happy, that the discussion about "big hand" is out of date now.)

Thanks so far!

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