TV1100 Darkies
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TV1100 Darkies
I'm hopefully attending a 1 day tournament where its a 1100 TV team with 3 normal sills and a double, all picked before game 1.
I was thinking fo the following roster + skills and wondered what advice people would give. I'm aware 2 witches maybe isn't the best route but I think it could be fun, there is also probably a problem with the 3 av7 players on an 11 man roster.
2 Witches - wrestle on one,
4 Blitzers - Guard
Runner - Leader
4 Linos
2 RR
AC/CL
Not sure about the 3rd skill but am leaning towards stripball or wrestle on the 2nd witch
I was thinking fo the following roster + skills and wondered what advice people would give. I'm aware 2 witches maybe isn't the best route but I think it could be fun, there is also probably a problem with the 3 av7 players on an 11 man roster.
2 Witches - wrestle on one,
4 Blitzers - Guard
Runner - Leader
4 Linos
2 RR
AC/CL
Not sure about the 3rd skill but am leaning towards stripball or wrestle on the 2nd witch
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Probably the most succesful roster? Only 3 Blitzers?Mootaz wrote:Probably the most successful roster at 110 is:
2 Witches
3 Blitzers
1 Runner
5 Lineelfs
3 RR
My skills would be:
Block on both Witches
Leap on one Blitzer
Guard on another Blitzer.
2x Witch
4x Blitzer
5x Lino
2x RR
1 Fan
1 Cheerleader
1 Ass Coach
Skills: 3x Dodge on a Blitzer + Leader on a Lino (or Dodge on the 4th Blitzer if you are allowed to decline the double skill)
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I'm with Mootaz. Blitzers are good players and all, but 3 TRRs is great and 5x Block is enough when you don't intend to send any/much of it to the LOS. There's no speed loss, on account of the Runner, and frankly, an AC (or CL) is 25/648 of a TRR x the number of drives in the match, or approximately 15% of a TRR in a 4-drive match, a loss of about 15k over the 50k value of a TRR. That doesn't account for the increased variability of an AC or CL by comparison to a TRR, which doesn't favor the guy making the plan. Fan Factor is a little more powerful if it gets you FAME, but FF1 isn't strong enough to bank on. If you're a fan of Assassins or something, that could make the difference, but not having any reason to think that's an issue, I'd happily trade an AV and Block on one player, plus a FF, AC or CL, for an actual TRR and a free gimmick skill.
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I had this except no double so had stripball on a blitzer and dodge on a blitzer as wellMad Banker wrote:I've seen this roster played with good success in a 110 TV tourney (didn't try it myself):
2 Witch Elves - 1 with block, 1 with wrestle
4 Blitzers - 1 with guard
1 Runner with leader
1 Assassin
3 Linemen
2 RR
FF0
I think I would prefer the 3rr team and still take leader, dark elves with 4RR could be really nasty, it is quite easy to burn through 3 early on
won't be a lot in it I would think and down to luck in each game how each would perform over the other
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Iv'e not got the best record with Dark Elves at tournies but I'd reccomend taking all 4 blitzers and both witches. I wouldn't bother so much with runners or assassins. Ideally 3 rerolls aswell so leader might be on your list of skills that you want to take.
So exactly what you said Phil:
4 blitzers (Guard)
2 witches (Bock/wrestle)
1 Runner (Leader)
4 Lino's
2 rerolls
AC
CL
Dark Elves need rerolls and skills which avoid the use of team rerolls in my experience so lots of Block and leader is the way forward IMO.
So exactly what you said Phil:
4 blitzers (Guard)
2 witches (Bock/wrestle)
1 Runner (Leader)
4 Lino's
2 rerolls
AC
CL
Dark Elves need rerolls and skills which avoid the use of team rerolls in my experience so lots of Block and leader is the way forward IMO.
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I think you have to try for a 12 man roster. 11 men is just so fragile. I have found 12 too few with Orcs and Dwarfs, so starting DEs with 11 is a huge risk. They aren't WEs or Skaven, they can't turn people over with only 6 players on the pitch. At the very least DEs need an apothecary.
DEs have the bonus of a Runner with normal access to Leader who only cost 10K more than a lineman.
With that in mind:
1 Witch +Wrestle
4 Blitzers 1+Leader, 2+Dodge
7 Linemen
2 RRs
or
1 Witch +Wrestle
4 Blitzers 1+Guard, 1+Dodge
1 Runner 1+Leader
5 Linemen
Apothecary
2 RRs
1 FF
or
2 Witch +Wrestle
3 Blitzers 1+Guard, 1+Dodge
1 Runner 1+Leader
5 Linemen
Apothecary
2 RRs
DEs have the bonus of a Runner with normal access to Leader who only cost 10K more than a lineman.
With that in mind:
1 Witch +Wrestle
4 Blitzers 1+Leader, 2+Dodge
7 Linemen
2 RRs
or
1 Witch +Wrestle
4 Blitzers 1+Guard, 1+Dodge
1 Runner 1+Leader
5 Linemen
Apothecary
2 RRs
1 FF
or
2 Witch +Wrestle
3 Blitzers 1+Guard, 1+Dodge
1 Runner 1+Leader
5 Linemen
Apothecary
2 RRs
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I would take the follwing, just for the fun of it:
1 Witch +Wrestle
4 Blitzers 1+Guard, 1+Dodge or one with Leap
1 Assassin + Multiple Block
5 Linemen
3 TRR
Not that I had much success with Dark Elfs but I found that many opponents are really scared about the assassin and will be even more when he stabs two at once.
1 Witch +Wrestle
4 Blitzers 1+Guard, 1+Dodge or one with Leap
1 Assassin + Multiple Block
5 Linemen
3 TRR
Not that I had much success with Dark Elfs but I found that many opponents are really scared about the assassin and will be even more when he stabs two at once.
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12 players is a pipe dream for a Tourni DE team IMO. Yeah I would love to have em - but you need some WEs, Blitzers and RRs! 
My team would be
WEs 2 - Blitzers 3 - Runner 1 - Line 5 - RRs 3
Skills, WEs Block x 2, Blitzers Dodge x 2. I would eschew the double. No great advantage as far as I can see.
4 Blodgers =
- until you face someone who's taken tackle! LOL...

My team would be
WEs 2 - Blitzers 3 - Runner 1 - Line 5 - RRs 3
Skills, WEs Block x 2, Blitzers Dodge x 2. I would eschew the double. No great advantage as far as I can see.
4 Blodgers =

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