Wood Elf tactics
Posted: Tue Apr 23, 2002 12:26 pm
Advice for playing Woodies...
Personally I agree with your set up - War Dancers are a much better choice than catchers in a starting team (IMO).
However, I would start with only 1 WD and 10 Linos. This gives you 180k to spend on Rerolls and FF. That means 2 RR and 8 FF. An apoth is a must have next purchase.
When playing, particularly in the first game, winning is of secondary importance. The main priority is to stay healthy and earn a few SPPs.
So never stand and trade blocks (even if you play against skaven - they are much cheaper than you) - as the team develops, this can change to some degree of course.
Dodge players away so that your opponent only has his blitz
If possible dodge players to assist blocks.
At kick offs when you are receiving throw a quick pass (in a safe area) to pick up 1 SPP (3 2+ rolls - 1 to pick up). Mix these SPPs around your lineman.
Also when attacking, try and score in 2 turns. Although this can be risky (if the opponent gets blitz on the KO table), set up on one side of the field (front only) blitz with the War Dancer and try to get a cage / pocket which your opponent cannot fully cover within movement range of the end zone. Your player with the ball should be towards the back field after turn 1 (so he cannot be blitzed). On turn 2, blitz or block a path for a lineman or WD to be able to score, move the ball carrier up and hand off to a player close to the halfway line. Make a quick or short pass for the TD.
On defence - keep dodging away leaving only a blitz for your opponent. Depending on number of turns to go you could let your opponent score - by making a "mistake" - this way you have a chance to score again! (and you are less likely to have injured players!)
Use your speed - even the linos can move 7 - this is a big difference over 6 MA.
Develop those lineman - remember if any player with 1 SPP gets the MVP award he has a skill. Get some linos with block and others with dodge. The War Dancers will easily look after themselves. Good skills for War Dancers are Pro (for failed leaps / skulls), Strip Ball, Tackle, Side Step, Sure Feet.... pretty much anything works! I would use the WDs in pairs - they are one of the most effective cage breakers. Move some linos up to stop assists, Leap, then a 1 dice block with Strip Ball will get the ball out at least 2/3rds of the time - use the other one to pick it up and hand off or pass it to one of your other players. After a few games, I would also try and get the Kick skill - kick short and if the opponent fails to pick the ball up or it is light defended - go get it!
Dave
Personally I agree with your set up - War Dancers are a much better choice than catchers in a starting team (IMO).
However, I would start with only 1 WD and 10 Linos. This gives you 180k to spend on Rerolls and FF. That means 2 RR and 8 FF. An apoth is a must have next purchase.
When playing, particularly in the first game, winning is of secondary importance. The main priority is to stay healthy and earn a few SPPs.
So never stand and trade blocks (even if you play against skaven - they are much cheaper than you) - as the team develops, this can change to some degree of course.
Dodge players away so that your opponent only has his blitz
If possible dodge players to assist blocks.
At kick offs when you are receiving throw a quick pass (in a safe area) to pick up 1 SPP (3 2+ rolls - 1 to pick up). Mix these SPPs around your lineman.
Also when attacking, try and score in 2 turns. Although this can be risky (if the opponent gets blitz on the KO table), set up on one side of the field (front only) blitz with the War Dancer and try to get a cage / pocket which your opponent cannot fully cover within movement range of the end zone. Your player with the ball should be towards the back field after turn 1 (so he cannot be blitzed). On turn 2, blitz or block a path for a lineman or WD to be able to score, move the ball carrier up and hand off to a player close to the halfway line. Make a quick or short pass for the TD.
On defence - keep dodging away leaving only a blitz for your opponent. Depending on number of turns to go you could let your opponent score - by making a "mistake" - this way you have a chance to score again! (and you are less likely to have injured players!)
Use your speed - even the linos can move 7 - this is a big difference over 6 MA.
Develop those lineman - remember if any player with 1 SPP gets the MVP award he has a skill. Get some linos with block and others with dodge. The War Dancers will easily look after themselves. Good skills for War Dancers are Pro (for failed leaps / skulls), Strip Ball, Tackle, Side Step, Sure Feet.... pretty much anything works! I would use the WDs in pairs - they are one of the most effective cage breakers. Move some linos up to stop assists, Leap, then a 1 dice block with Strip Ball will get the ball out at least 2/3rds of the time - use the other one to pick it up and hand off or pass it to one of your other players. After a few games, I would also try and get the Kick skill - kick short and if the opponent fails to pick the ball up or it is light defended - go get it!
Dave