Save up for a stat on your wardancer, get it fouled to death (apo fail), buy a new one, rinse and repeat.
@KarmaDemon6193 жыл бұрын
I think for Throwers a lot will depend on your starting roster. If you don't start with a Thrower you'll probably be picking one up quite a few games into your league, probably after you've spent 100k for that 3rd re-roll. For this Thrower I think Sure Hands/Dodge/Accurate build mentioned in this video is probably the best. However, given that passing has gotten so much harder for the Woodies I think that having a Thrower on your roster is going to be a lot more important in order to pull off those 2-turn-touchdowns reliably. The problem is that at $95k for a Thrower you are forced into making some concessions in your opening build, such as taking only 1 Wardancer. In such builds, I think that going for Leader super early is going to be necessary as you are delaying your purchase of that vital 3rd re-roll in order to purchase that 2nd Wardancer. As I haven’t played with the new ruleset all that much the question that I have right now is this: is it better to start with 2 Wardancers, 1 Catcher and 2 Re-rolls; or is it better to start with 1 Wardancers, 2 Catchers, 1 Thrower and 2 Re-rolls? If it’s the latter I think getting Leader on the Thrower ASAP (which can realistically be achieved within 1-2 games if you farm that SPP) is going to be a must, otherwise I think that Ben’s build is what I would run myself.
@alexsdemkin3 жыл бұрын
I'd save up for a stat increase for wardancers. If its movement though I would consider taking might blow
@BennyBartez2 жыл бұрын
Thanks for the vid, and all your content actually! I know my post will be quite long after when this vid was posted however, I am finally playing as wood elves in a league using the 2020 rules. I've gone for a none thrower build: treeman, 2 wardancers and 2 catchers, 3 rerolls, apo (I entered an existing league with slightly higher starting TV). Currently I just don't think the thrower is worth its TV and will only use pass once or twice a game, and I don't need leader. I've given a catcher block, then sure hands. I'm saving up SPP on the tree for block, and I'm saving SPP on the wardancers for +stat. All a big experiment and I will see how it goes!
@starkravingmad93363 жыл бұрын
How does 1+ work? Is it an auto pass or does it count as a 2+ then on a roll that would of been a 3+ now reduced to a 2+. Confused as a natural 1 is usually an auto fail.
@BoneheadPodcast3 жыл бұрын
Hey Stark! Yeah a 1 will autofail (it'll be a Fumble for passing for example), it just allows you to ignore the first -1 essentially!
@mylow893 жыл бұрын
gotta love those war dancers, taunting most players on the field but 27.7% chance of a big guy successfully knocking down the dancer, and when it does, the dancer becomes a delicate little flower as mighty blow allows for a chance of 58.3% to penetrate armor otherwise its 41.6% and save the blow for injury roll making the casualty odds 16.6% into 27.7% and that could be a nice 125kg down the hole for them(12.5% chance to kill after injury roll) :D i relish this from the good ol days when wood elves were OP.
@BoneheadPodcast3 жыл бұрын
Love this Mylow!! Such a TV sink, but you have to catch them first haha! *shakes fist like an old man with people on his lawn*
@mirzabrkovic13173 жыл бұрын
How do you get the 27,7% for a knockdown by a big guy?
@mylow893 жыл бұрын
@@mirzabrkovic1317 the big blocks with 2 dice, each dice has 1/6 chance of success which is 16.6% the chance of having at least successful block is 16.6+ 16.6% of 83.4 which yes i need to correct myself its 30.4% chance for successful block
@Eyriour Жыл бұрын
@@mylow89 pretty close for the variables you’re working with there! The best way to get the exact % is to square the chance of it NOT happening then subtracting 1. So: 0.83˙^2 = 0.694˙ 0.694˙-1 = 0.305˙ (Or 30.5˙%) Note: the ‘˙’ indicates the last decimal being recurring
@mikesminiatures9213 жыл бұрын
Yay elves!
@alexsdemkin3 жыл бұрын
Brawl and jump up is better than guard and block from where im standing
@Suiken44 Жыл бұрын
I don’t understand the statement that war dancers Dodge only cages on a 4+. Assuming a standard cage, aren’t you dodging into 3 tackle zones for a 5+ dodge?
@Lars923847928374 Жыл бұрын
With leap you can reduce negative modifiers by 1 to a minimum of -1
@hampuskullberg99323 жыл бұрын
Todays out of the box thinking: Diving tackle on Treeman (Or PD if you wanna save SPP and gamble), suddenly you got a way to uproot your stuck tree ;> Edit: My bad, that doesn't work with take root. Thanks for the correction Henri!
@Invisigoth053 жыл бұрын
Take root specifies you cannot use a skill to either move or place yourself prone (which is why pile driver, taking wrestle and using it for your bothdown etc will not work)
@hampuskullberg99323 жыл бұрын
@@Invisigoth05 My bad! Thanks for the correction! I really should double check stuff before I post x)
@TStyx2 жыл бұрын
In the Nov 2021 FAQ this has been stated to work now. Any skill that make the Treeman prone will uproot it now. So Wrestle and Pile Driver would also work.
@BluesPiano1002 жыл бұрын
So it seems it DOES work after the 2021 FAQ but it's still a very bad idea bc he has to stand up!
@hampuskullberg99322 жыл бұрын
@@BluesPiano100true but I guess that if you got enough spp to spend on diving tackle then you probably have already gotten jump up ^^