Wood Elf Catcher Overview:
There are similarities to be had between Wood Elf Catchers and Skaven Gutter Runners. They are both fast, agile, weak and fragile. The Wood Elf Catcher has recently had a change in the current rules though, having one less movement but starting with Sprint instead. They also have an extra advantage in that they start with the Catch skill, this is handy to have but not a skill that is usually taken by choice often. Due to their similarities to Gutter Runners I would tend to develop them in the same way. Out of the blocks they start with the agility and skills already to be great at catching and scoring, so I would make them better at hitting and you have some long range blitzing opportunities with them. Wood Elves do have more mobile hitting players already with a Wardancer but building the Catchers to be able to hit as well will help you loads.
This is made somewhat easier now as Dauntless is no longer a double roll for them any more, so you can negate their ST2 somewhat, though obviously bear in mind this can fail. I would mostly use it against ST3 players when you have an assist. You are less likely to fail against ST3 and if you do then your assist will mean it is only a one die block rather than two in favour of the opponent. Having more options for really mobile blitzers also gives you some redundancy should your Wardancers get injured or knocked out.
Blitzing Wood Elf Catcher:
- Normal: Wrestle, Strip Ball / Dauntless, Tackle, Side Step, Diving Tackle / Leap
- Doubles: Guard
- Stat Increase: +ST +AG
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. So with that in mind you want to skill them in a way that has the best chance of getting the ball free. Start off with Wrestle as it gives some extra protection. 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. Tackle is worth taking next as ball carriers will frequently have Dodge and you are probably Tackle light across the team. 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. Diving Tackle will be a great help on defence if you get so far in development. You can consider Leap as well though with Wardancers I don’t think the team really needs it.
Doubles 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. 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. 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. I might consider it more later in development though.