![]() You take Guard because your players are mobile and you can use them to cancel out assists and get them yourself when you want to blitz the opponents ball carrier. Oh and taking “Guard” with elves? Wow… I don’t know what to say but it seems like you’re trying to make up for their weaknesses instead of seriously strengthening their already considerable strengths so you get a really dynamic team instead of an average or weak physical team- which will take many injuries and cost the coach a lot of gold…īlitzing with them isn’t the same as getting stuck in a brawl with them. ![]() In my Wood Elf games I aim to receive one maybe two hits per turn at most, otherwise the economics of injuries catches up to you. This type of catcher isn’t suited as a blizter, as the point is to dodge and play keep away and never let him have a hand (get in block) on you unless the enemy coach wastes a blitz. One Catcher in the back field can tie up at least two enemy players, sometimes three if they fear your passing play enough, meanwhile you play a running game with less physical fight at the other side of the field. The other thing that they are good for is scaring the other player. Plus the entire concept seems to completely negate their reason to exist- catch balls and run for scores and get positioned to catch a ball so they can run for a score. And *why* would your other wood elves be back there in the first place playing a physical hitting game against anyone but gobbos or halflings or skaven? Beats me. More on …īlitzing catchers? Wow… I’m left almost speechless, but using them in such a way and tying them up in physical brawls with enemy players seems like a perfect way to get them killed plus with a two STR assuming they can get assists assumes you have other players where your catcher *ought* to be… in the backfield. I might consider it more later in development though. I wouldn’t bother with +MV as you are already fast enough and skills will be more useful, +AV can be nice but replacements can skill up very quickly and more skills are probably going to be of more use. ![]() For stat increases +ST is great (if you get it before Dauntless then don’t bother taking Dauntless), +AG will let you get where you want easier and get the ball from out of tackle zones as well. You can consider Leap as well though with Wardancers I don’t think the team really needs it.ĭoubles I would take Guard as Elves tend to need it and with two of this build one can go and assist the other to do the actual hitting. Diving Tackle will be a great help on defence if you get so far in development. Side Step will stop them getting bogged down in a melee and also keep you next to a target, forcing them to offload the ball or dodge away. Tackle is worth taking next as ball carriers will frequently have Dodge and you are probably Tackle light across the team. Then either Strip Ball next (though likely one of your Wardancers has it by now so you might want to put it off, you also probably don’t need Strip Ball on two guys of this build) or Dauntless to negate the ST2 disadvantage. Start off with Wrestle as it gives some extra protection. So with that in mind you want to skill them in a way that has the best chance of getting the ball free. These guys are built to get into the back field and get at the opposing ball carrier before they manage to get into a cage.
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