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Poll
Double 5 on a Witch Elf first skill roll?
Mighty Blow
39%
 39%  [ 25 ]
+ Movement
46%
 46%  [ 29 ]
other (please specify in the thread)
14%
 14%  [ 9 ]
Total Votes : 63


Tigerland



Joined: Jul 11, 2005

Post   Posted: Feb 09, 2006 - 16:11 Reply with quote Back to top

My first Witch Elf got 5+5 on hers first skill roll.
What should i choose:
- Mighty Blow
- + Movement
- other?

Here is the team:
http://fumbbl.com/FUMBBL.php?page=team&op=view&team_id=233921
DonTomaso



Joined: Feb 20, 2005

Post   Posted: Feb 09, 2006 - 16:14 Reply with quote Back to top

I'd go with the MA... It's more useful than one would think.

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Woodstock



Joined: Dec 11, 2004

Post   Posted: Feb 09, 2006 - 16:15 Reply with quote Back to top

I took MB, but I didnt roll +MA. I would take +ma, gives you more freedom.
Optihut



Joined: Dec 16, 2004

Post   Posted: Feb 09, 2006 - 16:19 Reply with quote Back to top

My own witch took dauntless for the first double and mighty blow for the second, so my vote is "other" and I highly suggest going dauntless. The Mighty Blow rarely comes to bear anyway, since the crowd is supposed to do the injury rolls. Dauntless helps getting nasty blackorcs and other vermin off the pitch.

EDIT: Now that I've looked at the team, my suggestion for spending the money is to buy another reroll.
macike



Joined: Jun 25, 2005

Post   Posted: Feb 09, 2006 - 16:25 Reply with quote Back to top

With elves I prefer Guard rather than MB.
So I would take MA to be able to perform blitz and hide actions or Guard that could be helpfull for breaking out of the cage (with a little helping block(s) from teammates) and blitzing somewhere else.

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Webbe



Joined: Aug 13, 2003

Post   Posted: Feb 09, 2006 - 16:34 Reply with quote Back to top

As you play av7 teams a lot mb will do the trick (I'd take mb anyway even if I only played orcs). Take mb and follow up with block and tackle ASAP. Check all big DE teams, they got mb on their witches, it'd very important to have as witches are the main killing machines of any good DE team.
JanMattys



Joined: Feb 29, 2004

Post   Posted: Feb 09, 2006 - 16:36 Reply with quote Back to top

MB

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Arcon



Joined: Mar 01, 2004

Post   Posted: Feb 09, 2006 - 16:37 Reply with quote Back to top

I´d take MB.

That makes the witch much more a threat. The crowd isn´t always there to do the job.

dauntless is a good choice, but I usually prefer to dodge from too strong opponents instead of hunting them. Come to think, maybe I´d not take dauntless, because my DE team has 3 ST4 players and that is pretty nice.

Give guard to lineelves on doubles. You do not really wish to position your witch where it can use guard too often, because that usually is where she might get hit next turn.
Pmg



Joined: Nov 24, 2003

Post   Posted: Feb 09, 2006 - 16:43 Reply with quote Back to top

I'd take dauntless.
shadow46x2



Joined: Nov 22, 2003

Post   Posted: Feb 09, 2006 - 16:47 Reply with quote Back to top

i end up playing a lot of delfs, something about them just strikes me as the best team on the radar, semi-fast, agile, and effecient killers if built properly...

i always end up building one witch as an assassin(block/tackle/mb/PO), and another as a general nuisance(block/leap/strip ball)....makes it hard to decide which one is the bigger threat as well....also means that one can be the crowdpusher, and the other can be the brute force

--j

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Macavity



Joined: Nov 23, 2004

Post   Posted: Feb 09, 2006 - 16:51 Reply with quote Back to top

MA

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Furious_George



Joined: Aug 13, 2005

Post   Posted: Feb 09, 2006 - 16:57 Reply with quote Back to top

yeah, with a team with max ma 7, the extra helps, combined with frenzy, nobody within 2 squares of the edge is safe Very Happy

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Jazz



Joined: Oct 01, 2004

Post   Posted: Feb 09, 2006 - 16:59 Reply with quote Back to top

Dauntless
Zed



Joined: Jun 04, 2004

Post   Posted: Feb 09, 2006 - 17:12 Reply with quote Back to top

guard !
dauntless if you have enough guard on your blitzer !
Optihut



Joined: Dec 16, 2004

Post   Posted: Feb 09, 2006 - 17:29 Reply with quote Back to top

Webbe wrote:
Take mb and follow up with block and tackle ASAP. Check all big DE teams


I strongly disagree. It's true that all the big DE teams have tackle on their witches, but it makes crowd pushing a blodger harder. I deliberately avoid getting tackle on my witches, it's sufficient to get tackle with the rest of the team (bar the throwers, of course). Then again, I am a big proponent of crowd pushing, so perhaps copying the top players might be a better route to take for someone who isn't as fond of it as I am.

EDIT: Oh and since we're talking dark elves, today I made a rough plan of how to develop my dark elves. Please bear in mind that you'll easily gain 2-3 skills. The fourth skill is on the fringe and skill 5 to 7 are a pure luxury and shouldn't really come into consideration.

Dark Elf Teambuilding:

2 witches Double: Dauntless, Mighty Blow
1 block, sidestep, leap, strip ball, pro, pass block, diving tackle.
1 block, sidestep, leap, pass block, pro, diving tackle, strip ball

4 Blitzer Double Mighty Blow, Dauntless
2 Tackle, Sidestep, diving tackle, pass block, leap, pro
2 dodge, sidestep, tackle, diving tackle, passblock, leap, pro

8 Lineman Double Guard, Mighty Blow
Pro can be taken before Sidestep, except for linemen on Scrimage duty
3 Scrimage: block, sidestep, dodge, tackle, leap, pro, pass block
2 Backfield: block, tackle, side step, pass block, dodge, leap, pro
2 Dirty: dirty player, block, side step, dodge, leap, pro, pass block
1 Kick: Kick, Block, dirty player, side step, dodge, diving tackle, leap

When getting an agility increase: +ag, Block, passblock, leap, dodge, sidestep, pro

2 Thrower: Double: Strong arm, Nerves of Steel
2 sure hands, safe throw, accurate, block, dump off, dodge, leap


Last edited by Optihut on %b %09, %2006 - %17:%Feb; edited 1 time in total
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