It is the obvious thing about the WE. The trick is to manage them where skills do not go to the skill magnets.arthurinkpen wrote:I was given advise by nazgob before starting the team and he made a very good point about the build and the players with starting 're-roll skills' like dodge, catch and pass, this is basically his wood elf starting roster. I personally like it, but yea i did want to start with the 2nd wardancer.
Might edit the team to fit it in and see how it goes.
I played it that the Thrower always throw the ball, this is his development. Line try and score when it is safe but the catcher scores on rotation (skill one up, buy another skill it up)
When you have your 2 skills on a thrower buy another, play one offence and one defence. The defensive one gets kick (line need more important skills), note the offensive thrower favours Safe Throw and the densive thrower Nerves of Steel.
Line need wrestle, lots of wrestle. Sidestep is great too. My Wardancers are now ignored due to Sidestep, hitting them will push them into a place that I choose.
You can block, but just understand you are not going to good at hitting people to the dugout.
Doubles: Wardancer = Mighty blow, Catchers = Nerves of Steel, Thrower = Strong Arm and Line = guard
Dauntless is useful too on line. A couple of Pass Block Catchers, some of them with leap.
Remember you need to focus about 90% on get ball and score, make oppenents fear dropping or throwing the ball.