Alternate Wood Elf line-up

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Grumbledook
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Post by Grumbledook »

do believe there are loads of threads on this already and i think the general idea is 1 wardancer and 10 linos, not sure how much this leaves for ff and rr without working it out, but as its on other threads already I will leave it there.

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Gorblitz!!
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okie dokie

Post by Gorblitz!! »

I get your drift. Off to dig through the WE posts!!
All your TD's are belong to us! :o

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wesleytj
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Post by wesleytj »

just fyi it's 2rr and 8 ff when you use the wd and 10 line method.

1wd=120k
10le=700k
2rr=100k
8ff=80k

For a REALLY long explanation of why that's the way I always start wood elves, see:

http://mama.indstate.edu/users/python/b ... welf1.html

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Post by Vesticle »

You know, my Amazon team started with 5 TRRs, because they were so cheap, and boy was it unfair *cough*.

Anyway, personally I like the 10 line elves, 1 wardancer, 8 FF and 2 TRRs start to a WE team. The only other thing I would consider is starting with an apothecary instead. I tend to dislike playing WEs because unlike the other A7 teams they don't have skills to protect them, nor are they cheap to replace by any means.

The thing I do like about elves is that every player on the team is useful, and has a good pool of skill access. This means that every player will be a threat to score, and have a good mix of skills. I avoid position players moreso on an elf team, because A) your linemen are a threat themselves, and you don't need position players as much, B) they're even more expensive than elves, who tend to suffer a bunch of casualties already and C) position players tend to suck of SPP, and part of the elves advantage is being able to distribute SPP. 3 players with 6 SPP each I tend to find better than 1 with 18.

I think the biggest thing with Wood Elves is to make sure to make use of your agility, speed, and balance of your players to your advantage. Avoid direct confrontation, as it's hard for a team to stop you from scoring, but it's very easy for them to beat you into the ground. Spread the field out into a couple groups, and master the handoff-pass-score series of 2+s to cross almost the entire field in one turn. You'll have a series of 2+s for most actions, but even those fail once every 6 times, so try to save your re-rolls by only using them in important situations.

A general offensive series I would list as follows: Line up, blitz a small hole to run your players through, and divide up into a few groups - a couple deep, where one of the players will be scoring the touchdown, a couple around mid-field to receive the handoff and then pass to your groups up front, and then your one guy deep to receive the ball - keep him out of blitz range from the other team, and then next turn run up to the most open group around mid field, and handoff to them.

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