Dark Elf start off team selection
- mattgslater
- King of Comedy
- Posts: 7758
- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
3 Blitzers, a Witch and 2RR is good if the Witch stays healthy, but is kind of risky. I still say you're better off with 4 Blitzers. To Runner or not to Runner is a question of risk tolerance.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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- Star Player
- Posts: 558
- Joined: Sat Jan 26, 2008 10:48 pm
- Location: Ohio, USA
I tend to load up on witches early. Within 5 or 6 games, I usually have a team of:
1 runner
4 Blitzers
2 Witches
5 or 6 Linos
3 rerolls
1 Apo
cheerleader and/or coach or two each
Then save my gold to replace lost positionals as needed.
Witches get block first. Then tackle, strip ball, if doubles, then Mighty Blow and/or Juggernaut.
1 runner
4 Blitzers
2 Witches
5 or 6 Linos
3 rerolls
1 Apo
cheerleader and/or coach or two each
Then save my gold to replace lost positionals as needed.
Witches get block first. Then tackle, strip ball, if doubles, then Mighty Blow and/or Juggernaut.
Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.