dark elf 1.1 staring league team and skill choices

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stormmaster1
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Post by stormmaster1 »

my experience of the runners so far is that they get injured. Alot. Much preferred the old thrower so you had more options.

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Snew
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Post by Snew »

stormmaster1 wrote: Much preferred the old thrower so you had more options.
How do you figure? Pass? You're whole team is still AG4, with 1 RR everyone has pass and catch. I suspect you're laying your runners out in danger so make Dump Off feel like less of a waste. Don't do that. Call it insurance. You don't want to have to use it. :wink:

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Post by Cramy »

My runners rarely get hit. When they have the ball, they are fairly well protected. When the get rid of the ball, it is usually to pass or hand-off to another player to score. I have used dump-off only a handful of times in my 12 games with Dark Elves. They do get hit, but much less than my other players.

As for the Assassin, in a league I would not start with one, but I would definitely buy one later. If the league is fairly bashy, just get one. If the league has lots of blodge and high agility, then consider getting a second one.

I would not start a DE team with an Apoth. If you start with wesleytj's roster (which is the one that I prefer), then you are pretty tough. The Apo can wait.

The amount of attention an Assassin gets is amazing, at least in my experience in 12 league games and in a couple of tournaments. People just hate the free armor roll. Give the Assassin Dodge as his first skill. Allows him to live longer, and to get away from the "hard" targets to go stand next to "softer" targets. Coaches spend so much time trying to get rid of the Assassin that they forget to properly take care of the Witches and Blitzers, which really are the real threats for scoring. But if they don't deal with the Assassin, they run the risk of a couple of lucky armor rolls getting through.

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Post by Glowworm »

Buggrit wrote:Glowworm had a solid startup team at 1.1 although our league gives you 1.1 with the proviso that you have a minimum FF of 5, I think that Glowworm took an Apoth off the bat, although I'm not certain...
Yes i did, and IMHO assassins are sweet, they get all the attention leaving your blitzers/runners to do their thing, and shadowing is useful to follow the guy who's expecting to get the pass as its his turn and he just dodged out of your tackle zone, Shadowing=tackle zone (again)....thats still -1 to catch wherever you go

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tree_hugger
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Post by tree_hugger »

ive been trying several combinations in a few friendles with soem friends and im begining to think it maybe better to head for 12 players

also wondering leaving out the witch elves was silly- -

are the blitzers that good cos i coudl get block for some linemens firs skills and then they are blitzers albeit with 1 less move

i was thinking of putting in 1 or 2 runners maybe an assasin

are 4 blitzers adefinate good way to go

or should i look to 3 and maybe a witch


3 blitz 300
7 linemen 490
2 runners 160
3 rerolls 150

i definately think 3 rerolls and buy the appoth after game 1 or 2

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Post by TuernRedvenom »

IMO, 12 players is a waste. With dark elves starting out you need every bit of team value to pull its weight, the 12th player on the bench eating Mc Nurty Burghers isn't helping you much. Besides elves can play a few men down pretty easily...
Blitzers are the core of the dark elf team. IMO you should always, always, always have 4. Yes a lineman can get 2 skills and be equally good but let's do some TV math here:
rookie Blitzer costs 100k gps
Lineman with +MA and Block costs 120k gps

Not only is the blitzer cheaper for exactly the same stats and skills (IF you roll a "10" for skills even), by the time the lineman has 2 skills and is as good as a rookie blitzer, the blitzer would also have gotten 2 skills and be a whole lot better.

Assassins, well, because they are new type of players many coaches haven't learned yet that they really are a pretty crappy player in most leagues (unless it's AV 7 all around). They can draw a lot of attention of inexperienced coaches, but eventually your opponents, if they are any good, will catch on and realise the assassin isn't all that hot and stop obsessing about it and just smack him after a failed stab. You can get someuse out of them with shadow, but you need some experience to do that well. All in all a simple lineman is better value.

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tree_hugger
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Post by tree_hugger »

thanks for that info TuernRedvenom

so the 4 blitzers are a must thats 400 jsut 700 to go

i still tihnk 3 rerols is the right way to go so thats 150

leaving jsut 550 -

jsut been told they are going to have a knock out cup as well where ur layers dont die and advace with 1 skill per game so i think ill use this rosta for that as well

so 550 and i need 7 players

7 lineos would be 490 and couldbuy several cheerleaders coaches etc btw we are using LRB 5

or maybe

2 assasins 180+
2 runners 160 +
3 linemen 210

total 550

ooh but maybe i should take witches

550 for 7 players 1 witch + 2 runner 4 line? 110+ 160 + 280 = 550

that seems to be several av 7 but is a nice set of skilled players
shame we couldnt get teh second witch in

is 3 rerolls overkill? /// oooh thats silly idea dropping one

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TuernRedvenom
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Post by TuernRedvenom »

Get a witch if you have the money, but be carefull with it. 3 rerolls is optimal IMO, certainly not less.

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tree_hugger
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Post by tree_hugger »

ok so


3 re rolls 150

4 blitzers 400

1 witch 110

2 runners 160

4 line 280

what you all think to that as the rosta?

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TuernRedvenom
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Post by TuernRedvenom »

I like it, but personally I would change 1 runner for a lineman since runners are very fragile but your mileage may vary...

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tree_hugger
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Post by tree_hugger »

yeha im not sure- i suppose drop a runner and get a lineman and a ff or cl or ac

pr of course drop both runners get 2 linemen and a coupel of above



the list on above place seems kinda solid now :)

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Post by mattgslater »

4 Blitzers and a Witch: what do you need Runners for?

MA7 is what matters. MA7 is huge. The ability to score in two turns without GFI is a difference-maker, and if you play it well, will lead you to an average of 3 or more TDs per game. Block is nice and all, and you'll sure be glad you got some, but that's not why you're taking the Blitzer.

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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.
tree_hugger
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Post by tree_hugger »

yeh true wasnt thinking lol

better to not load the pitch with armour 7 everywhere

hmm so drop the 2 runnners to leave

4 blitz 400
1 witch 110
6 linement 420
3 re rolls 150

leaving 20 to spent on ac or cl

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mattgslater
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Post by mattgslater »

Long league? FF will pay off way more than ACs or CLs. Short league or can't buy FF? Bank it. CLs/ACs are optional if you have 3 RRs on an AG4 team with 4x Block. 20k banked means you're likely (far from certain, but likely) to be able to hire a reserve or Apoth right away. That's a big deal on an AV8 team with no +ST players. The Witch radically increases the value of an Apothecary. You pay 930k for 11 players, so your average player cost is nearly 85k. Only maxed-out Wood Elves would approach that cost for eleven rookies. To top it off, your most expensive player is AV7.

Every time a bell rings, an angel gets its wings, and every time an elf dies, an Apothecary saves you an average of 85% of its value in-game and well over 100% of its value in the big picture. If you don't get one early, you're leaving a potentially vast sum of hard-earned winnings on the table. Yes, it's a risk. It's just a better risk on this team than just about any other (after Pro Elves and Wood Elves, maybe).

If you think "oh, I can live on Journeymen," then I have two answers:
a) You don't build teams that way. If you can't stay at 11, you can't get to the 12 and 13 players you need to keep your numbers up when the bash teams start hitting their curve around week 5-8.
b) If you use him on a BH, that's one more player on the field automatically next drive, resulting in one more chance to score, one less assist against your guys, one more reserve who's every bit as good as the guy you lost ('cause he is the guy you lost), and a smaller TV add than a schmuck lineman sitting on the bench doing on average a worse job.

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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.
tree_hugger
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Post by tree_hugger »

hoping it hould be a long league-


hoping to score lots of tds liek i do with my wood elves :)

tyvm evedryone for theadvice :) sorry to sound a bit confused but not played with the dark side before-

hmm MA7 with armour and block seemss nice gonna miss my wardancers thou lol but a skil on the witch will make up for it :) and blodging the blitzers

im thinkign of taking kick for a linemen and then maybe leader and then not sure lol :) lets se how it pans out

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