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Dark Elf Strategy
Summary
Dark Elves are the nearest thing you will find to a bashy elf team. However, they lack dedicated catchers, and their Throwers are more expensive than their High Elf rivals. Dark Elves are quick, but not too quick, and can either play for the two-turn TD, or run the ball in over three or more turns, using a very mobile and adaptable cage until making the break for the endzone, with runners waiting in scoring positions.
Strengths
No less than six players on the roster can achieve Block and Dodge on their first skill roll, a powerful combination, especially in a sub-TR200 team. Having four Blitzers allows specialisation of different skill combinations, especially with double skill choices, and the Witch Elves can become fearsome ball-winners - they can be devastating players with a double skill roll, or better yet, a stat increase. All this makes the Dark Elves a strong defensive team.
Like all elves, the Dark Elves can spread the SPPs out over all their linemen, so most of them will have Block a lot earlier than, say, a Human team. The period of development around TR 150 is where Dark Elves can actually beat up some teams. Later on, the Dark Elves will probably not manage this unless they are very lucky with stat bonuses and double skill rolls, but their Av 8 on everyone except the Witch Elves will keep them going against all but the nastiest teams.
Weaknesses
Dark Elves, especially the positional players, are rather expensive; it would be unusual for a team to start out with more than 2 positional players at most - many start with only linemen. This can make those first few games a rocky experience, especially if they suffer player losses early on.
They lack catchers, so their offensive game is not quite as strong as the other elven teams.
Development
Linemen: Block is a useful skill on every lineman. Kick is valuable on at least one, too, and after that, it is very much up to personal preference. Some go for the Dodge/Side Step/ Tackle route, others will select whatever skills are most required by the team at the time, like Strip Ball, Tackle/Diving Tackle or whatever. Any double on a regular lineman should be used for Guard or Dauntless, to help out against stronger teams.
Blitzers: Dodge/Side Step/Tackle/Shadowing/Pass Block is an irritating combination, and Leap/Strip ball for cage-busting; these are just two of the many ways to take a Dark Elf Blitzer.
Witch Elves: Block is nearly always the first skill choice, barring a stat bonus or double. After that, Side Step, Tackle, Shadowing, Strip Ball, Pass Block, Catch are all useful and Mighty Blow, Dauntless (not my preference on Frenzy players, as it is a liability), NoS are probably the most popular choices on doubles.
Throwers: The usual combination of Accurate and Safe Throw applies; also Sure Hands or Catch, depending on where he is positioned at the start of a drive. Alternatively, you can run with the Throwers, using Block/Dodge along with Accurate/Dump Off/Safe Throw/Nerves of Steel(dbl). Strong Arm is an alternative to NoS. Some coaches develop an offensive thrower (lines up only when receiving the kick-off) and a defensive one (used either when kicking only, or both receiving and kicking), with different skill combinations. An agility bonus is nice, and usually negates the need for Accurate too.
General: Players with Strength bonuses are prized - Block/Dodge/Tackle are good choices on normal rolls, Mighty Blow or Guard on a double. Players with Agility bonuses are also good - Block/Dodge and Block/Strip Ball/Leap are good, Sure Hands has potential for gathering the ball in multiple tackle zones, probably best if you already have Strip Ball players in the team, Pass Block/Catch/Nerves of Steel(dbl) make frightening interception machines, and Leap/Guard(dbl) gives you a an assist anywhere you need it.
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