Anti-Dark Elf tactics

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Black Gobo
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Anti-Dark Elf tactics

Post by Black Gobo »

Hey everyone
Im playing against my friends Dark Elf team in around an hour, so I just thought I would traul around for some good tips.
Its only the 3rd round of our legue, so my Chaos team only has 3 skilled players (1 Big Hand Beastman, 1 Pro Beastman, and a Block Chaos Warrior) but I do have 4 CW's and 9 BM's.
Anyway, from what I remember he has 2 Witch Elfs, some blitzers, throwers and finally some linemen.
Were using the old Random Event cards, so its a sure bet he will take all Dirty Tricks

Thanks for this in advance, and wish me luck :)

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Post by Diesel »

I had sucess recently against Dark-Elves by blitzing hard and quickly - not giving them time to set up offensive options - and sacking the ball carrier. It's dangerous though - live by the sword etc....

They can't win if they can't score.

On offense wear them down and take your time with your drives.

Good luck

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Post by McDeth »

Use your Warriors to keep blocking, and a Beastman to Blitz, When he's got the ball keep hitting every available player. When you've got the ball you do the same.

Suggest if he wins the toss and receives. If he gets a good start, let him score then take 6 turns to equalize, while destroying his team in the process. Second half take 8 Turns to score, and keep smashing his team. Always Use The warriors to Block First. Of Course this will probably all backfire with a double skull on the first turn.

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Post by Sputnik »

well then, ggod luck!! :lol: :lol: :lol:

May the dice be with you...


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Post by Zy-Nox »

Well you've had the game by now so I'll post my worthless advice, Your chaos warrior with block should be a key player on your side,use him to blitz often and take down the DE position players, get the witch on the floor :wink: and kick her to bits,then go for blitzers, knock em down,kick, repeat.
Defend deep,and try to suck his players into a widezone and then get them off the pitch.
Big hand will be the ball carrier :?:
And why the choice of Pro, surely block would have been better, gives you a very effective blitzer?

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Post by Black Gobo »

Hey, thanks very much
Well, it turns out I was playing another player anyway :P
Norse team, so all of em has block, but I managed to stop him scoring any TD's (Unfortunently, he stoped me doing the same thing)
<b>Zy</b>, the reason I chose pro was because I wanted to creat a ball carrier without relying on rolling doubles for Big Hand (But I got one the next game, so hey). Now he can still be made into a blitzer or even a catcher.
Pro is the weapon of the average :)
Anyway, I got +1FF and a BM with Guard out of the game (Every other team in the legue has a Big Guy, so I need to get those assists with my CW's). Also I only need 80k (My usual winnings for a game :) to buy another re-roll (I only took 1 because I decided to have the full 4 CW's in my starting line-up for a change)

Anyway, thanks for all your help

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Post by Zy-Nox »

Ahhh now I understand the Pro :wink:
Its just a skill I never take as I can never roll 4+ when I need it.
Strange that you only started with 1 re roll,
I think when I started mine I had 4 warriors 7 beasts and 2 RR the rest on FF, they now have an Ogre in there aswell plus an AG 5 beast who is a great passer as I have a beast with extra arms too. :P

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Post by wesleytj »

I miss the good old days when you started your chaos team with Lord Borak. He was a chaos warrior and a reroll for less than the cost of both, AND he had SKILLS, TOO!! :)

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Post by Vesticle »

Probably the exact same reason why most leagues won't allow players like him anymore. ;)

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Post by wesleytj »

Yeah could be! :)

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Post by NightDragon »

Chaos have too good an advantage IMO. They are one of the few allowed access to Physical skills none of which are detrimental. Personally I think if you were to choose a physical skill you should have to roll on a random skill chart wher some of the skills are negative, that is the nature of Chaos after all.
Anyway back to tactics, Chaos can be tough to beat, but their main problem is their speed. DE players need to blitz hard against them after kicking deep.

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Post by wesleytj »

DeputyDawg wrote:Chaos have too good an advantage IMO. They are one of the few allowed access to Physical skills none of which are detrimental.
Yeah but they have a lot of disadvantages too. They are the only team where nobody on the roster has skills (Yes I know all the beasts have horns, but only one guy can use it per turn and so on). And they're a hitting team with only slightly above average armor. It takes Chaos a long time to develop before they're really scary.

And of course none of their physical skills are detrimental. Are any agility skills detrimental? Strength skills? Are any skills at all in the GAME detrimental? Of course not...they're SKILLS!
DeputyDawg wrote:Personally I think if you were to choose a physical skill you should have to roll on a random skill chart wher some of the skills are negative, that is the nature of Chaos after all.
Ok they take a doubles roll already. That's supposed to give you a big advantage. How fun would it be if you rolled doubles for a skill for a human catcher and someone said "Sorry, no skill for you. In fact, lower your Agility by 1!"

Guess how many people would take mutations after that. You have to look at it from a game balance standpoint. I don't think you'll have too many people say that chaos teams are too good overall, especially over the years as their hitting/fouling skills have gotten weaker, and now that they don't get casualties from fouling. That was the main way a lot of people got skills on their chaos teams.

Leave the mutation table alone.

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Post by NightDragon »

But why should Chaos have access to a load more skills than most? To even the advantage up they should run the risk of damage, it is Chaos afterall, unpredictable and uncaring. And by the way, not all skills are good. It is a skill to talk a lot, but not everyone wants to listen. Maybe the Physical skills should be renamed attributes. DD.

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Post by Vesticle »

Talking a lot is a characteristic, not a skill.

Chaos has access to physical traits that others don't, because it's already factored into their team balance and cost. Beastmen cost 10k more than a human lineman for the same stats, to gain Horns, which only one of them can possibly use each turn anyway. And although they have access to physical traits, how much does it help anyway? No matter how many skills and traits you have access to, you can still only choose one anyway, and they can only choose physical skills when rolling doubles, which means they'll either be giving up the chance to: A) Increase Movement, B) Increase Strength, or C) Choose a trait. Consider the traits "Two Heads" and "Extra Arm" which add one to your dodge and catch rolls, respectively. By contrast, if you roll Agility +1, it adds one to *both* rolls, and your rolls to throw or pick up the ball, all at the same time.

And yes, in the idea of realism, it might make sense that the Chaos and Skaven mutations would be random, and sometimes detrimental. But it would also make sense that more than one player could try to intercept the ball, if scoring touchdowns didn't make you better at blocking, if more than one player could foul in one turn, if the players demanded salaries and went on strike, etc. etc....

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Post by NightDragon »

I would argue that politicians have a great skill, even if it is an annoying one.
As for realism some things should be built in to a game because they are more in line with how other GW games have been written. Yes, lots of realistic things could be added to BB with the end result that the game is made worse, but with mutations it is not only fairer, but in tune with how GW have developed their idea of Chaos (sorry, Moorcocks idea).
As usual Chaos want it all. DD.

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