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Catchers also make good sweepers I like to keep one deep in my own half on defense, should the opposition make a break for the endzone. Don't waste team rerolls on GFIs unless your players can apply a tackle zone on the ball carrier, or better yet, blitz them. Safeties often start out wide, to avoid getting caught up in mid-pitch brawls, but close enough to the LoS so that they can advance into the opposition half to apply pressure. I find that using Catchers, especially those developed as safeties, to pressure the ball retriever on defense is effective this way. Kick is priceless for this against muscle teams- kicking deep into a corner will force good coaches to start their cages deep, and bad ones to require a difficult pass to make the ball safe as your players rush forward. You will often find that a team you force to worry about possession will be less concerned with mincing your team! Try to prevent cages from forming once the ball is in one, it's a lot harder to get at. Starting with an Apothecary is not a bad idea.Īs with all Elves, the focus must be on the ball. Wood Elves are only ever one bad game from retirement, or at the least having to start games heavily outnumbered, so planning for the worst is necessary. The 70k linemen means that Wood Elves cannot start out with many positional players, and Av 7 means that player losses are a fact of life. Sometimes they will Take Root, but it's not like they move fast even when they don't. Of all the elven team, only Wood Elves get a Big Guy - the Treeman primarily, they are useful for making the initial hole to flood players through versus teams with a strong LoS presence, and can take punishment on the LoS themselves on defense.
#Blood bowl wood elves plus
They also all have access to Agility skills and thus the magic Block and Dodge combination, which they really need to survive, plus all the other useful skills in that category. Every player has Ma 7 at least, and with Ag 4 all-round, scoring is not a problem. The Wood Elves rely heavily on their positional players, particularly their almost Star Player-like Wardancers for defensive play. Doing it unthinkingly, however, will damage your team and your chances of winning.
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#Blood bowl wood elves how to
In fact, it is much easier to minimise damage to your team on turns when you have the ball on offence than when the opposition has the ball, forcing you to take risks to go after it (*if* you go after it).īeing able to score in two turns (or one turn) is a very powerful tool which you should know how to use. If you score fast, it just means that your opponent gets longer drives instead. You are going to have to play 16 turns (and want to face as few LoS blocks as possible).
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Wood Elves play a lightning fast offensive game, scoring in two turns as often as possible drives that take longer are bad for their health.Ĭommentary: You can't avoid 'longer drives'. Wood Elves, when coached well, are very hard to stop, and their fearless Leaping Wardancers are fearsome ball-winners too however, in the hands of a novice coach, they often get crushed beyond hope of recovery. However, they are a fragile bunch, and are expensive to replace - many a Wood Elf team has retired before it even got going. Wood Elves are without doubt the finest ball-players of Blood Bowl, with unmatched ability in scoring touchdowns.