<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Wood Elf Treemen</title>
	<atom:link href="http://bbtactics.com/wood-elf-treemen/feed/" rel="self" type="application/rss+xml" />
	<link>http://bbtactics.com/wood-elf-treemen/</link>
	<description>LRB5 + 6 Tactics and Strategy</description>
	<lastBuildDate>Fri, 18 May 2012 08:50:32 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.2</generator>
<xhtml:meta xmlns:xhtml="http://www.w3.org/1999/xhtml" name="robots" content="noindex" />
	<item>
		<title>By: BBFan</title>
		<link>http://bbtactics.com/wood-elf-treemen/comment-page-1/#comment-3328</link>
		<dc:creator>BBFan</dc:creator>
		<pubDate>Thu, 16 Dec 2010 20:31:08 +0000</pubDate>
		<guid isPermaLink="false">http://bbtactics.com/?p=857#comment-3328</guid>
		<description>I like the Treeman. He definitely gives the team some muscle.  One thing I do is put him right behind 3 adjacent linemen on the LoS on defense.  That gives everyone on the line a de facto &quot;Fend&quot; because nobody on the other team wants to follow up because next turn, I&#039;m gonna clobber them with the Tree.  Another thing they help with is people who like to Turn Burn.  Without the Tree, Turn Burn means Elves get beat up while tying to crack a cage.  With the Tree, I can walk around (given that he doesn&#039;t take root) and pummel their team too. They are not as quick to start a fist fight when you got a 6ST, Mighty Blow guy on your side.</description>
		<content:encoded><![CDATA[<p>I like the Treeman. He definitely gives the team some muscle.  One thing I do is put him right behind 3 adjacent linemen on the LoS on defense.  That gives everyone on the line a de facto &#8220;Fend&#8221; because nobody on the other team wants to follow up because next turn, I&#8217;m gonna clobber them with the Tree.  Another thing they help with is people who like to Turn Burn.  Without the Tree, Turn Burn means Elves get beat up while tying to crack a cage.  With the Tree, I can walk around (given that he doesn&#8217;t take root) and pummel their team too. They are not as quick to start a fist fight when you got a 6ST, Mighty Blow guy on your side.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Cianybeasty</title>
		<link>http://bbtactics.com/wood-elf-treemen/comment-page-1/#comment-2226</link>
		<dc:creator>Cianybeasty</dc:creator>
		<pubDate>Wed, 27 Oct 2010 19:32:30 +0000</pubDate>
		<guid isPermaLink="false">http://bbtactics.com/?p=857#comment-2226</guid>
		<description>I gave my Treeman jump up on the computer game, and it was really effective! I find that you really need him up and swinging during an offensive drive, he keeps the scrimmage players busy and stops them blitzing and blocking your flair players. 
   I always start him up in the centre of the line of scrimmage btw, best place for him, block isn&#039;t a massive issue with Treemen, obviously it&#039;s useful, but I use him to assist blocks at least twice as much as he blocks himself.
   So what I&#039;m really saying, it&#039;s better to have your big guy up and swinging than on the floor. I&#039;d take block if I ever got a second double though...</description>
		<content:encoded><![CDATA[<p>I gave my Treeman jump up on the computer game, and it was really effective! I find that you really need him up and swinging during an offensive drive, he keeps the scrimmage players busy and stops them blitzing and blocking your flair players.<br />
   I always start him up in the centre of the line of scrimmage btw, best place for him, block isn&#8217;t a massive issue with Treemen, obviously it&#8217;s useful, but I use him to assist blocks at least twice as much as he blocks himself.<br />
   So what I&#8217;m really saying, it&#8217;s better to have your big guy up and swinging than on the floor. I&#8217;d take block if I ever got a second double though&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Zombarzo</title>
		<link>http://bbtactics.com/wood-elf-treemen/comment-page-1/#comment-1665</link>
		<dc:creator>Zombarzo</dc:creator>
		<pubDate>Sat, 14 Aug 2010 20:21:57 +0000</pubDate>
		<guid isPermaLink="false">http://bbtactics.com/?p=857#comment-1665</guid>
		<description>If you keep him off of the line of scrimmage, the treeman can be a great player to give the ball to on a touchback. Run him towards your end zone, bring a couple others (preferably including your passer) in to form a semi-cage, and watch the other coach scratch his head.
This can help you in a few ways. The other coach may send most of his team after the ball, leaving plenty of room for your TD machines. If he chooses to hold back and wait for you, you can just dodge all of your elves out of contact, and burn down a couple turns, which is usually difficult/dangerous to do with elves. This clearly depends on which turn you are currently on, but be smart and the delays will win games, especially against running teams.
Eventually you should have at least a couple of elves in scoring position, hopefully uncovered or lightly covered. Use your free elves to blitz out a passing lane, or free up any opposing players that made it to the treeman/passer. Then simply hand-off to your passer (keep a RR for that), and use his high MV to *hopefully* complete a pass for a quick and painless TD.
Keeping your treeman off the line will also allow better adjustments post-kick, instead of having him sitting center the whole drive. Obviously he is equally as useful for punching holes in the line, or getting an initial multiple block to start your drive. Depends on the opponent and your build, but a ball-keeper treeman can work. For an extra challenge, try running him 2 squares at a time for a TD!</description>
		<content:encoded><![CDATA[<p>If you keep him off of the line of scrimmage, the treeman can be a great player to give the ball to on a touchback. Run him towards your end zone, bring a couple others (preferably including your passer) in to form a semi-cage, and watch the other coach scratch his head.<br />
This can help you in a few ways. The other coach may send most of his team after the ball, leaving plenty of room for your TD machines. If he chooses to hold back and wait for you, you can just dodge all of your elves out of contact, and burn down a couple turns, which is usually difficult/dangerous to do with elves. This clearly depends on which turn you are currently on, but be smart and the delays will win games, especially against running teams.<br />
Eventually you should have at least a couple of elves in scoring position, hopefully uncovered or lightly covered. Use your free elves to blitz out a passing lane, or free up any opposing players that made it to the treeman/passer. Then simply hand-off to your passer (keep a RR for that), and use his high MV to *hopefully* complete a pass for a quick and painless TD.<br />
Keeping your treeman off the line will also allow better adjustments post-kick, instead of having him sitting center the whole drive. Obviously he is equally as useful for punching holes in the line, or getting an initial multiple block to start your drive. Depends on the opponent and your build, but a ball-keeper treeman can work. For an extra challenge, try running him 2 squares at a time for a TD!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Aaron</title>
		<link>http://bbtactics.com/wood-elf-treemen/comment-page-1/#comment-1037</link>
		<dc:creator>Aaron</dc:creator>
		<pubDate>Tue, 16 Feb 2010 20:28:25 +0000</pubDate>
		<guid isPermaLink="false">http://bbtactics.com/?p=857#comment-1037</guid>
		<description>I play a Wood Elf team, and I guess I&#039;m on the side of Wood Elves being able to have a Treeman. It helps them immensely, especially with no other real &quot;pure&quot; hitters on the team. My Wood Elves are really hot and cold. They either get blown out or blow out their opponent, no real close games. The Tree does help a lot aginst teams with big strength advantages like Lizardmen, Chaos or Nurgle teams. I guess it could go either way though.</description>
		<content:encoded><![CDATA[<p>I play a Wood Elf team, and I guess I&#8217;m on the side of Wood Elves being able to have a Treeman. It helps them immensely, especially with no other real &#8220;pure&#8221; hitters on the team. My Wood Elves are really hot and cold. They either get blown out or blow out their opponent, no real close games. The Tree does help a lot aginst teams with big strength advantages like Lizardmen, Chaos or Nurgle teams. I guess it could go either way though.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: RedDevilCG</title>
		<link>http://bbtactics.com/wood-elf-treemen/comment-page-1/#comment-1020</link>
		<dc:creator>RedDevilCG</dc:creator>
		<pubDate>Wed, 03 Feb 2010 15:21:29 +0000</pubDate>
		<guid isPermaLink="false">http://bbtactics.com/?p=857#comment-1020</guid>
		<description>Halfling teams are able to deploy two of these beasts, and they always give me fits.  A really tough big guy to deal with if it&#039;s in your way, considering he hits all other big guys with 2 dice blocks unassisted!</description>
		<content:encoded><![CDATA[<p>Halfling teams are able to deploy two of these beasts, and they always give me fits.  A really tough big guy to deal with if it&#8217;s in your way, considering he hits all other big guys with 2 dice blocks unassisted!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Thanatos</title>
		<link>http://bbtactics.com/wood-elf-treemen/comment-page-1/#comment-1018</link>
		<dc:creator>Thanatos</dc:creator>
		<pubDate>Wed, 03 Feb 2010 10:04:59 +0000</pubDate>
		<guid isPermaLink="false">http://bbtactics.com/?p=857#comment-1018</guid>
		<description>&quot;But if you want to Block on a Jump up, you need to make an AG (1) roll, which means a 6!  So it’s really only good to avoid the standup roll.&quot;
You get +2 AG when doing a Jump Up. So a Treeman does it on a 4+.</description>
		<content:encoded><![CDATA[<p>&#8220;But if you want to Block on a Jump up, you need to make an AG (1) roll, which means a 6!  So it’s really only good to avoid the standup roll.&#8221;<br />
You get +2 AG when doing a Jump Up. So a Treeman does it on a 4+.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dalryk</title>
		<link>http://bbtactics.com/wood-elf-treemen/comment-page-1/#comment-1017</link>
		<dc:creator>Dalryk</dc:creator>
		<pubDate>Wed, 03 Feb 2010 04:37:30 +0000</pubDate>
		<guid isPermaLink="false">http://bbtactics.com/?p=857#comment-1017</guid>
		<description>Internet arguments seem to suggest that Jump Up removes the requirement to spend 3 squares of movement to get up, hence it works well for Treemen.  BBRC members Doubleskulls and Galak support this interpretation I believe. (&lt;a href=&quot;http://www.cyanide-studio.com/forumBB/viewtopic.php?f=11&amp;t=9579&quot; rel=&quot;nofollow&quot;&gt;http://www.cyanide-studio.com/forumBB/viewtopic.php?f=11&amp;t=9579&lt;/a&gt;)

But if you want to Block on a Jump up, you need to make an AG (1) roll, which means a 6!  So it&#039;s really only good to avoid the standup roll.

But Block is a much better choice anyway, so it only really becomes relevant if you get 2 double rolls.  Even then I&#039;d still go Pro, which lets you reroll the get up roll anyway.  Now if you managed to get 3 doubles.....

</description>
		<content:encoded><![CDATA[<p>Internet arguments seem to suggest that Jump Up removes the requirement to spend 3 squares of movement to get up, hence it works well for Treemen.  BBRC members Doubleskulls and Galak support this interpretation I believe. (<a href="http://www.cyanide-studio.com/forumBB/viewtopic.php?f=11&amp;t=9579" rel="nofollow">http://www.cyanide-studio.com/forumBB/viewtopic.php?f=11&#038;t=9579</a>)</p>
<p>But if you want to Block on a Jump up, you need to make an AG (1) roll, which means a 6!  So it&#8217;s really only good to avoid the standup roll.</p>
<p>But Block is a much better choice anyway, so it only really becomes relevant if you get 2 double rolls.  Even then I&#8217;d still go Pro, which lets you reroll the get up roll anyway.  Now if you managed to get 3 doubles&#8230;..</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Aingeru</title>
		<link>http://bbtactics.com/wood-elf-treemen/comment-page-1/#comment-1016</link>
		<dc:creator>Aingeru</dc:creator>
		<pubDate>Tue, 02 Feb 2010 23:36:32 +0000</pubDate>
		<guid isPermaLink="false">http://bbtactics.com/?p=857#comment-1016</guid>
		<description>Yes, it&#039;s true, bue it costs you no Blitz action...
I don&#039;t know... but i find besser Jump-Up than Sure Feet...</description>
		<content:encoded><![CDATA[<p>Yes, it&#8217;s true, bue it costs you no Blitz action&#8230;<br />
I don&#8217;t know&#8230; but i find besser Jump-Up than Sure Feet&#8230;</p>
]]></content:encoded>
	</item>
</channel>
</rss>

<!-- Performance optimized by W3 Total Cache. Learn more: http://www.w3-edge.com/wordpress-plugins/

Minified using disk: basic
Page Caching using disk: enhanced
Database Caching 2/18 queries in 0.008 seconds using disk: basic
Object Caching 313/325 objects using disk: basic

Served from: bbtactics.com @ 2012-05-24 11:15:46 -->
