Need help for Highelf ( against Chaosdwarfs )
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Need help for Highelf ( against Chaosdwarfs )
Hey, i´m playing with Highelfs. And against Chaosdwarfs.
I will be start with 9 Lineman, 1 Lionwarrior, 1 Dragonwarrior.
Against the Nekromantic i won 1:0 and no one dead.
But i´m frightened about the Dwarfs.
I don´t know how to play against them.
Who can help.
( My english is not very good,sorry )
I will be start with 9 Lineman, 1 Lionwarrior, 1 Dragonwarrior.
Against the Nekromantic i won 1:0 and no one dead.
But i´m frightened about the Dwarfs.
I don´t know how to play against them.
Who can help.
( My english is not very good,sorry )
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Which language would be easier for you? there are always some guys from different countries around to help you 
Ok, some advice: Don´t try to go for bashing the Dwarfs stay out of the trouble with 4-5 CD he will have the Block advantage on his side + he has normally 2 Strengh 4 Bull-Centaurs on his side.
Try to knock out some Hogobbos, make some Blitzes with your Dragon Warrior and if his Bull-Centaurs are on the ground or bound send the Lion Warrior deep and make a Pass to the him, with normally there will be no CD in the Backfield and a TD will be easy then.
When all normal moves are done, make some 2+ Dodges away from his CD to let him just one Blitz per turn, thats it
mfg Bernd

Ok, some advice: Don´t try to go for bashing the Dwarfs stay out of the trouble with 4-5 CD he will have the Block advantage on his side + he has normally 2 Strengh 4 Bull-Centaurs on his side.
Try to knock out some Hogobbos, make some Blitzes with your Dragon Warrior and if his Bull-Centaurs are on the ground or bound send the Lion Warrior deep and make a Pass to the him, with normally there will be no CD in the Backfield and a TD will be easy then.
When all normal moves are done, make some 2+ Dodges away from his CD to let him just one Blitz per turn, thats it

mfg Bernd
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And if you like playing a little more risky then man-marking the bulls with line-elves is the way to go (assuming they don't have break tackle yet). A rookie chaos dwarf team heavily relies on the centaurs, mark them with fodder, stay away from the dwarves and hitting the hobgobs works pretty well.
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Yeah, thats it. Always keep a lineelf to the bulls, so they have to dodge, if they want to go somewhere. Even once they have acquired break tackel, they might still roll a 1 occasionally. Just make sure, the marking player is not in somebody elses tackle zone!!
Try to outrun him. You are a lot faster (except for the bulls), so if you have the ball, keep it deep in your half and try get a couple of players around his defense. Then make a quick move (quick passes and handoffs included) forward to hand the ball to one of your receivers and score the TD.
The tricky bit is defense. Try to get at his ball carrier before he can move the ball ito the middle of his players. Once he has done that it is very difficult to stop him. So kick deep into his half (kick skill helps) and rush a number of players between the player who picks up the ball and his players on the line of scrimmage.
If he has indeed managed to get the ball into his cage, then try the following:
Move most of your players (about 6 or 7) in front of his cage, one square away from his. Make sure that he will have a hard time blitzing through your screen, by stacking your players in overlapping tackle zones. Try to make him move closer to the sidelines, that way you have better chances to stop his momentum. And always keep two or three players on the back of his cage, in contact with his back players. That way, he must choose, to either dodge away from them, which is something he doesnot want to do (AG 2). Or he can use his players to block yours, which means he cannot follow the cage with them, thus creating gaps in the cage or losing a turn of forward movement. Finally, always keep one of your players (preferably a catcher) in range for a TD.So, once you DO pop the ball loose, you can hand-off/pass to that player for a quick counter-touchdown.
One other thing: If you can choose, whether to kick or receive, i would want to receive. Try and get the first TD of the game, if you can, try to even stall it for a turn or two, if you can do so without risk of losing players to casualties! The reason for this is, if you score in only two turns, he will have 7 to equalise. Every additional turn you take, is one turn less for him to equalise, which might result in him becoming a little nervous an pressed by time, which might either lead to him simply not having enough time to score, or - even better - open an opportunity for you to steal the ball from him, as he tries and risks more.
Remember, if you can make him stray from his usual type of play, you are in the advantage! If you take a 1:0 lead over into 2nd half, your half way there, if you even manage to go 2:0 in the lead, you half almost won already.
Oops, this has become a lot longer than I meant it to.
Hope, I could help and didnt just send your brains spinning in the atmosphere. 
Oh, and try to ignore my avatar, if you are seriously trying to understand my hints. I have been told, it might prove ... distracting to some blokes around here.
Try to outrun him. You are a lot faster (except for the bulls), so if you have the ball, keep it deep in your half and try get a couple of players around his defense. Then make a quick move (quick passes and handoffs included) forward to hand the ball to one of your receivers and score the TD.
The tricky bit is defense. Try to get at his ball carrier before he can move the ball ito the middle of his players. Once he has done that it is very difficult to stop him. So kick deep into his half (kick skill helps) and rush a number of players between the player who picks up the ball and his players on the line of scrimmage.
If he has indeed managed to get the ball into his cage, then try the following:
Move most of your players (about 6 or 7) in front of his cage, one square away from his. Make sure that he will have a hard time blitzing through your screen, by stacking your players in overlapping tackle zones. Try to make him move closer to the sidelines, that way you have better chances to stop his momentum. And always keep two or three players on the back of his cage, in contact with his back players. That way, he must choose, to either dodge away from them, which is something he doesnot want to do (AG 2). Or he can use his players to block yours, which means he cannot follow the cage with them, thus creating gaps in the cage or losing a turn of forward movement. Finally, always keep one of your players (preferably a catcher) in range for a TD.So, once you DO pop the ball loose, you can hand-off/pass to that player for a quick counter-touchdown.
One other thing: If you can choose, whether to kick or receive, i would want to receive. Try and get the first TD of the game, if you can, try to even stall it for a turn or two, if you can do so without risk of losing players to casualties! The reason for this is, if you score in only two turns, he will have 7 to equalise. Every additional turn you take, is one turn less for him to equalise, which might result in him becoming a little nervous an pressed by time, which might either lead to him simply not having enough time to score, or - even better - open an opportunity for you to steal the ball from him, as he tries and risks more.
Remember, if you can make him stray from his usual type of play, you are in the advantage! If you take a 1:0 lead over into 2nd half, your half way there, if you even manage to go 2:0 in the lead, you half almost won already.

Oops, this has become a lot longer than I meant it to.


Oh, and try to ignore my avatar, if you are seriously trying to understand my hints. I have been told, it might prove ... distracting to some blokes around here.

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sounds solid. on defense it is very important not to let him get a cage going...if he does just play one square off and make him earn every square.
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i agree with everything fronko said except on the choice to receive or kickoff first. with elves I always find it better to kick first, simply because that means your opponent gets to go first. you're at a great power disadvatage against CD, and if he DOES take 8 turns to score a touchdown, you will not only get one kickoff opportunity to roll KO's out of the box, but you will also get another shot at anyone still left in the box to start the second half.
As he said, dodge away as much as possible, leave him only blitzes if you can, keep your players tight 2 squares in front of his cage and force him to move as slow as possible. Especially if he can't block very many of your players out of the way, you will make it very hard for him to break away and try to score.
As he said, dodge away as much as possible, leave him only blitzes if you can, keep your players tight 2 squares in front of his cage and force him to move as slow as possible. Especially if he can't block very many of your players out of the way, you will make it very hard for him to break away and try to score.
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Valid point ravage, still I like receiving first better. Scoring first always gives you an advantage, if only mentally, and if you fail to steal the ball from him on his first half 8-turn rampage, you may end up seriously crippled for the second.
But, if you do steal the ball quickly, you are even better off, thats right. So, it is really up to personal taste.
Overall, kicking offers a better reward at a higher risk, if you want to put it that way.
But, if you do steal the ball quickly, you are even better off, thats right. So, it is really up to personal taste.
Overall, kicking offers a better reward at a higher risk, if you want to put it that way.
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i agree it's personal taste fronko, but there's another reason i dont like receiving first.....
if i receive, score somewhat quickly (we are assuming we're playing HE against CD here), i get the quick scoring advantage. my oppoenent does what he can to score by the end of the half: which, assuming a decent opponent who forced me to score quickly rather than stall, is a reasonable enough time to score. Now i get MY turn 8, which isn't worth much more than a completion spp for one of my players and maybe, if im lucky, a cas block.
And then it's 2nd half. I'm suddenly kicking to my opponent again, who if he is able to cage the ball up properly will either score in his turn 8 or will end up ending the game in a draw, and i havent touched the ball since turn 2 of the first half.
I prefer to kick not only because I might be able to force a 2-1 game (let him score, i counter-score, then i receive the ball and score in 2nd half) but it is also much more demoralizing for my opponent when I do successfully kick to him and still can steal the ball and score first. He knows that even if he does score, he still has to kick to me second half and i can likely force myself into the win.
To each his own. But when playing a speedy/agile team, I find it is much easier to control the clock for the majority of the match if I kick to my opponent at the beginning of the game.
if i receive, score somewhat quickly (we are assuming we're playing HE against CD here), i get the quick scoring advantage. my oppoenent does what he can to score by the end of the half: which, assuming a decent opponent who forced me to score quickly rather than stall, is a reasonable enough time to score. Now i get MY turn 8, which isn't worth much more than a completion spp for one of my players and maybe, if im lucky, a cas block.
And then it's 2nd half. I'm suddenly kicking to my opponent again, who if he is able to cage the ball up properly will either score in his turn 8 or will end up ending the game in a draw, and i havent touched the ball since turn 2 of the first half.
I prefer to kick not only because I might be able to force a 2-1 game (let him score, i counter-score, then i receive the ball and score in 2nd half) but it is also much more demoralizing for my opponent when I do successfully kick to him and still can steal the ball and score first. He knows that even if he does score, he still has to kick to me second half and i can likely force myself into the win.
To each his own. But when playing a speedy/agile team, I find it is much easier to control the clock for the majority of the match if I kick to my opponent at the beginning of the game.
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And there is another point in kicking first. To winn you probably need to sack him, that means take the ball away and score. The other way is so much harder, involves stalling, stopping drives and/or oneturning. The best chance of sacking him will be when you have a full team, meaning at games start so.....I would kick.
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@Ravage:
Well, just as scoring in more than 2 turns when receiving first half is a risk, so is allowing your opponent to crush you for 8 turns in the first half, while you try and steal the ball. So, I choose to do it this way, you do it the other way round.
@FischerKing:
That is right, off course, though you really have to be unlucky to receive losses during your first drive. After all, on your drive your opponent must react to your play, whereas on his, he can set up for maximum destruction.
Either way, (and we all have said this before)
it is personal taste and nothing else.
Well, just as scoring in more than 2 turns when receiving first half is a risk, so is allowing your opponent to crush you for 8 turns in the first half, while you try and steal the ball. So, I choose to do it this way, you do it the other way round.
@FischerKing:
That is right, off course, though you really have to be unlucky to receive losses during your first drive. After all, on your drive your opponent must react to your play, whereas on his, he can set up for maximum destruction.
Either way, (and we all have said this before)

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