Dark Elves

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martynq
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Post by martynq »

I'd suggest FF9 if you possibly can... it only takes a little bit of bad luck and you'll have great problems with low FF.

My current team was in a league that limited FF to 5 max, and I had the following start:

2 blitzers
9 line-elves
2 re-rolls
FF 5
(20k in treasury towards apoth).

I then proceeded to roll very badly on the winnings table and have a disproportionately high number of deaths on Sigurd's table. After 10 matches I am finally back up to 11 players, but it has been slow going. Trust me - FF9 is a must!!

Martyn

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Wonder
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Post by Wonder »

Fierro wrote: One question: why a dark elf thrower cost 10.000 more than a high elf thrower? Both players have the same characteristics...
I think it is a matter of team balancing.
HE have a cheaper thrower, but can only hire 2 blitzers, while DE can have 4. In a starting roster, that can make a big difference.

Moreover, it might be a term a flavour : HE do the passing game, DE do the running game.
So HE have easiest access to thrower and receivers (4) that flood the pitch, whereas DE have up to 4 blitzers and 2 witch elves to clear the path.

W

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Fierro
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Post by Fierro »

No risk, No glory. You must assume some risks, but ever with sense.

You need potential on the field. In my opinion, a league team with only two blitzers and 9 linemen it's very poor. I propose 4 blitzers and seven linemen. If in the first match your rival kills you 2 blitzers, what happen? In the first case you have 9 linemen. In the second, 2 blitzers a 7 linemen (much better). I mean, if you have a very bad first match, the second roster gives you more guarantees to stand your team up.

With 1 RR you must to minimize the innecesary rolls, and try to play with +2 rolls. It's possible (in fact, I play this way and results: four victories in four games). And you must know when use your RR (in many case to pass or catch de TD ball). Believe me, there isn't much difference between ply with only 1 RR or with 2.

FF 6 it's good. Wining two games, and you are in 8. In many cases you will buy the apothecary after the first match.

No witch elves unless if you have apothecary.

I play with a lot of rosters, and the bests results have come in this league, with 4 blitzers and 7 linemen.

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Post by kithor2002 »

Fierro wrote:No risk, No glory. You must assume some risks, but ever with sense.

You need potential on the field. In my opinion, a league team with only two blitzers and 9 linemen it's very poor. I propose 4 blitzers and seven linemen. If in the first match your rival kills you 2 blitzers, what happen? In the first case you have 9 linemen. In the second, 2 blitzers a 7 linemen (much better). I mean, if you have a very bad first match, the second roster gives you more guarantees to stand your team up.

With 1 RR you must to minimize the innecesary rolls, and try to play with +2 rolls. It's possible (in fact, I play this way and results: four victories in four games). And you must know when use your RR (in many case to pass or catch de TD ball). Believe me, there isn't much difference between ply with only 1 RR or with 2.

FF 6 it's good. Wining two games, and you are in 8. In many cases you will buy the apothecary after the first match.

No witch elves unless if you have apothecary.

I play with a lot of rosters, and the bests results have come in this league, with 4 blitzers and 7 linemen.
For a short league or a tournament I agree with you but not if it will be a long term league.
I myself tried out a DE team with only 1 RR and after five games I suffered the missing RR.So therefore I would choose 2 RR.

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martynq
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Post by martynq »

I too struggle to see how you can hope to play with only 1 re-roll. That allows you no option whatsoever for failed go-for-its, poor ball handling, etc., etc.

Yesterday I had a 2-1 loss where my dice rolling was atrocious... plenty of crucial rolls came up 1 - if only I'd have three (or more) re-rolls rather than just two (which had been used up by the second turn of the first half anyway!).

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Post by Anthracis »

For long term leagues I would suggest to go with 11 Lineelf, 2 RR, 9 FF.
I tried it in our actual league and it worked pretty good. The first 3 or 4 matches were hard but after that it just worked.
I went for 3 Blitzers before I bought my first WitchElf. Which gave her a lot of support on the field. Now after 14 games with that team I still have no Thrower.
I think they are not really necessary in a team...and well :oops: I really don't know which of my lineelves to retire to open a slot for a thrower...

Just my experience,
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orcdom
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Post by orcdom »

Fierro wrote:Run + hand off + run + pass + run = TD (the order of the hand off and the pass are indiferent)
1 question tho, is a hand off not considered a pass? so only 1 pass action per turn, or is this across 2 turns?

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Post by Snew »

orcdom wrote:
Fierro wrote:Run + hand off + run + pass + run = TD (the order of the hand off and the pass are indiferent)
1 question tho, is a hand off not considered a pass? so only 1 pass action per turn, or is this across 2 turns?

Steve
LRB pg20 wrote:A hand-off is where the ball is simply handed to a player in an adjacent square. The hand-off action is added to the list of actions like Move, Block, Blitz and Pass. You may only declare one hand-off action per turn. You may move before performing the hand-off, but once you attempt to hand-off the ball, you may not move the player performing the hand-off action any farther that turn, even if he has spare MA left.
The hand off is added to the list of actions so you can perform one handoff and one pass in each turn but one player can't perform both in the smae turn and both end that players action. There's no continuing to move after the pass or hand off is made/attempted.

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orcdom
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Post by orcdom »

great, we have been playing it either or

was that in the last update or so, or has it been there all long in the lrb and i have just missed it?

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Post by Anthracis »

Well we played it always that way in our league...That is since LRB 1.3

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Fierro
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Post by Fierro »

martynq wrote: if only I'd have three (or more) re-rolls rather than just two (which had been used up by the second turn of the first half anyway!).
And if my grandmother it have wheels... :lol:

Here it is. If the 1 or skull are with you, no matter how many RR have you got. No much difference between play whith only 1RR or 2 RR. But if you want 3 RR, What kind of team can you make? You can buy RR after, double cost, yes, but your team rating go down.

If you want different results, try differents tactics, differents rosters. Everyone goes (before or after) for the same classic roster.

Unless if you play a very long league, go for something with more risk. The differences at the beguinning can mark your future. In two or three matches you can have the four blitzers with the Blodge combo, how much time must you wait to have four linemen so (not mention his MO 6...)?

You do not get tired to try new things!!!

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Post by Mephisto »

Hi Fierro! Nice to see you here!!! :D

My starting roster for the Kaburi League (Spanish BB League) is:

3 Blitzers
8 Lineman
1 Apothecary
1 RR
4 FF

I think this is the most balanced roster you can start with. Sure you can start with another RR, but I think is better to have an apothecary then another RR.
And without the 3rd Blitzer your team is too weak.

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Post by Laserbrain »

first thing is to win the kick-off. if you are the inlucky one and you have to kick off, then the game is nearly lost in my opinion. perhaps i´m only a bad player :D
second thing is to stand your man against heavy opponents like orcs, lizardmen and undead teams, its quite hard to play against them without casualties, not speaking about winning the match.
if you can choose against whom you want to play, don´t choose them, try skaven or woodelves, although they are exceptionally faster than you, or other teams qho have players with only str 3 or less, humans for example. since str 4+ players are on the field, darkelves get problems, because they lack the speed of woodelves and their special players, the catchers and wardancers or the highelves, especially their catchers. speed is the great problem with darkelves. everytime you get a +Movement, then take it.
but thats only my humble opinion :D

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Post by Gus »

i wonder why winning the kick seems so important to you. especially considering that a bashy team will probably leave you the first attack if they can, so they can let you score quick, then grind you and score during the rest of the half, and then use the whole second half to crush you into oblivion and TD in the last turn.

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Post by DoubleSkulls »

Laserbrain wrote:first thing is to win the kick-off. if you are the inlucky one and you have to kick off, then the game is nearly lost in my opinion.
I would often want to kick with Dark Elves initially. Having 11 men on the pitch at the start of the drive gives you a better chance of turning your opponent over and scoring than later in the game when you are likely to have fewer available.

All Elven teams can score with a few men down, and if you establish a 2-0 lead you've very probably won against most strength teams.

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