Delf Defense

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dr. evil
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Delf Defense

Post by dr. evil »

I'm going to be blowing the dust off my Delf team (I haven't played them for over a decade) and was looking for good defensive skills for them. I plan on running a stalling defense against bashy teams and a pass blocking defense against throwing teams.

Skills will be:
Blitzers-dodge, SS, tackle, pass block, diving tackle, maybe shadowing.
Runners- NOS, block, dodge, sure hands, pass
Lineman- wrestle, dodge, SS, fend, maybe dauntless. One will get kick and one will get wrestle, tackle, strip ball.

I'm not sure how to skill up the witch elves. One as a safety with block, SS, tackle, pass block and diving tackle? Maybe the other as a cage breakerwith wrestle, SS, tackle, strip ball, leap?

All ideas are welcomed.

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Storch
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Re: Delf Defense

Post by Storch »

The list of planned skills looks pretty good.
I wonder if Pass block is really such a great idea, but that will depend on how much your opponents throw the ball.
For the Runners, I would put pass towards the front of that list rather than the end. IT work with Dump Off and is eminently useful by itself.
Finally, for linemen, I have found that three Wrestle/Tackle players is enough as you can put them on the line against agility teams. Against a real bashy team, you are going to want to stay on your feet more, especially if you get a couple of doubles and start getting a smattering of Guard. Then Block wins out over Wrestle by a good margin.

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purdindas
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Re: Delf Defense

Post by purdindas »

I agree with everything that Storch has said but I'd also advise against shadowing. I don't think it's that useful TBH. you need high MV for it become worth taking.

What about Witch Elves!? Nobody likes a witch elf. I reccomend Block, SS. Take mighty blow if you can.

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Re: Delf Defense

Post by dr. evil »

I think pass block will be very useful. If I play stalling defensive game a bash team will have to run around me or throw over me. With the right spacing between my player and SS to boot going around will take time so pass will be the only option. I'm not looking to pick off the pass only to base up the reciever or throw to the pass harder.

The witch elf will get block and SS first. Then I'm not sure what to take next.

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Storch
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Re: Delf Defense

Post by Storch »

The problem with pass block is that, with your team, you actually stand a decent shot of intercepting a pass.
That means your opponent will have to be pretty desperate to even try it and, knowing you have the skills to counter, may forego it entirely.
I can only speak for our league, but it has been my experience that the response is something along the lines of "Oh, you have Pass Block, forget it."

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Re: Delf Defense

Post by Glowworm »

I find that a couple of Dauntless players (at least 1 blitzer, I prefer 2) are a good investment, it becomes more effective once you get a couple of players with guard, which i would take over MB. (Im not a great fan of MB so I an bias...)
There are (so it seems) lots of S4 players out there (B/Orcs, Flesh golems, Nurgle/Chaos warriors, vampire, Saurus ) and of course 1 good roll give +1s to anyone!! So dauntless is usefull (on a 2+) even tho' most of these players are not ball carriers they will be part of the cage (maybe not flesh golems)
Not having St access is probably the only "weak" point of D/elves, they are mobile, tough, and agile and i always have fun when playing with or against them.

Enjoy :)

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Re: Delf Defense

Post by dr. evil »

Storch wrote:The problem with pass block is that, with your team, you actually stand a decent shot of intercepting a pass.
That means your opponent will have to be pretty desperate to even try it and, knowing you have the skills to counter, may forego it entirely.
I can only speak for our league, but it has been my experience that the response is something along the lines of "Oh, you have Pass Block, forget it."
If I can slow my opponent down to a crawl so he can only move one or two space forward per turn he will have to throw to score. Most of the skills that I will be taking are for stopping the running game and if taking one or two pass blocker will make throwing harder for thoughs teams all the better.

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Storch
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Re: Delf Defense

Post by Storch »

Dr. Evil, my point was that he will not throw to score if there is a good chance that he won't, in fact score, and that you will as a result of the attempt. Having the skill might make him less likely to try the pass, not give you a better chance of defending against it.

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Re: Delf Defense

Post by Pagan »

which i would take over MB. (Im not a great fan of MB so I an bias...)
For Dark Elves, I can't agree more. Guard can easily turn 3 blocks from 1 die to 3, 2 die blocks or even more. I weigh that impact much higher than MB on one Elf.

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Re: Delf Defense

Post by TuernRedvenom »

Pagan wrote:
which i would take over MB. (Im not a great fan of MB so I an bias...)
For Dark Elves, I can't agree more. Guard can easily turn 3 blocks from 1 die to 3, 2 die blocks or even more. I weigh that impact much higher than MB on one Elf.
I love mighty blow on dark elves! At least on blitzers and witch elves. Line elves always get guard if they can.
Dark elves are a rather good bash team and they become really good at it if you can roll some doubles and get guard and mighty blow. MB is great because it allows you to actually win the numbers game, and then it's a real easy ride with elves.

I never bother with Pass Block, most teams don't even pass and those that do are usually fast enough to get by with handoffs once they see you have pass block. Diving tackle combined with Dodge and SS is infinitely better IMO, as it is a lot more usefull in a lot more situations.
I also don't like shadowing, especially not on MA 7 players. You'll likely be marking catchers which are likely to be at least equally fast as you (usually faster). Again DT does the same thing a lot better.

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