Wood Elf Team Development - Blood Bowl 2020 (Bonehead Podcast)

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  • เผยแพร่เมื่อ 22 ก.ค. 2024
  • It’s time to look at the Teams in detail - what skills, on who, and in what order!!
    Let us know what you think - and who you want us to cover next!
    Check out our Starting Rosters and Tournament Rosters series for more tips and tactics for your favourite teams in Blood Bowl 2020!
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    Teams of Legend (Games Workshop):
    www.warhammer-community.com/2...
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    www.thenaf.net/wp-content/upl...
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ความคิดเห็น • 24

  • @deckerCKY
    @deckerCKY 3 ปีที่แล้ว +10

    Save up for a stat on your wardancer, get it fouled to death (apo fail), buy a new one, rinse and repeat.

  • @KarmaDemon619
    @KarmaDemon619 3 ปีที่แล้ว +4

    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.

  • @alexsdemkin
    @alexsdemkin 3 ปีที่แล้ว +5

    I'd save up for a stat increase for wardancers. If its movement though I would consider taking might blow

  • @MrStarbumps
    @MrStarbumps 2 ปีที่แล้ว

    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!

  • @asoka6296
    @asoka6296 ปีที่แล้ว

    I'm wondering why you didn't have Dauntless in there for the war dancers. Strip ball with dauntless would be a great combo and there are many opportunities to utilise dauntless with a war dancer with strip ball alone

  • @starkravingmad9336
    @starkravingmad9336 3 ปีที่แล้ว +2

    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.

    • @BoneheadPodcast
      @BoneheadPodcast  3 ปีที่แล้ว +1

      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!

  • @mylow89
    @mylow89 3 ปีที่แล้ว +2

    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.

    • @BoneheadPodcast
      @BoneheadPodcast  3 ปีที่แล้ว

      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*

    • @mirzabrkovic1317
      @mirzabrkovic1317 3 ปีที่แล้ว

      How do you get the 27,7% for a knockdown by a big guy?

    • @mylow89
      @mylow89 3 ปีที่แล้ว +1

      @@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
      @Eyriour ปีที่แล้ว

      @@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

  • @mikesminiatures921
    @mikesminiatures921 3 ปีที่แล้ว +2

    Yay elves!

  • @alexsdemkin
    @alexsdemkin 3 ปีที่แล้ว

    Brawl and jump up is better than guard and block from where im standing

  • @Suiken44
    @Suiken44 ปีที่แล้ว

    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
      @Lars923847928374 10 หลายเดือนก่อน

      With leap you can reduce negative modifiers by 1 to a minimum of -1

  • @hampuskullberg9932
    @hampuskullberg9932 3 ปีที่แล้ว

    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!

    • @Invisigoth05
      @Invisigoth05 3 ปีที่แล้ว +1

      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)

    • @hampuskullberg9932
      @hampuskullberg9932 3 ปีที่แล้ว

      @@Invisigoth05 My bad! Thanks for the correction! I really should double check stuff before I post x)

    • @TStyx
      @TStyx 2 ปีที่แล้ว +1

      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.

    • @BluesPiano100
      @BluesPiano100 2 ปีที่แล้ว

      So it seems it DOES work after the 2021 FAQ but it's still a very bad idea bc he has to stand up!

    • @hampuskullberg9932
      @hampuskullberg9932 2 ปีที่แล้ว +1

      @@BluesPiano100true but I guess that if you got enough spp to spend on diving tackle then you probably have already gotten jump up ^^