what's wrong with

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El Hombre
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what's wrong with

Post by El Hombre »

for tournament play, given that all injuries/deaths are wiped away after each match, so you can start every match again with this roster:

DARK ELVES
2 witches
4 blitzers
2 throwers
3 linies
1 RR
4 FF

the only minor I see is the 1RR and 11 players. But on the other hand, what these players offer (speed, skills,..), should make up for that at least to be on the winning hand at time, and the 2nd half, well, survive...

or am I missing something?

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Post by Carloz »

I should go for

2 witches
3 blitzers
2 throwers
4 linies
2 rr
2ff

1 RR is spoiled so easily

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Re: what's wrong with

Post by TuernRedvenom »

El Hombre wrote: the only minor I see is the 1RR and 11 players.
Errm, those are pretty strong disadvantages though, definately not "minor". Taking a roster like that is riding your luck, which will most likely blow up in your face. 1RR and 11 players when you have 2 block-less, frenzying, AV7 players on the pitch is a huge liability IMHO.

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Old Man Draco
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Post by Old Man Draco »

Allways take 4 blitzers. They have AV 8, where the witch elf only has AV 7.

Next, you can start with 1 RR, but if you don't feel comfortable with that, you could always go for leader as first skill so you would have an extra RR for the match.

Dark Elves problem is indeed the lack of RR's. When failing anything, they will be beaten up by their opponents. You hardly have any dodge (then you would have to take the WE's) so it's not easy to keep away from your opponent.

The lino's all have MA 6 so are not that fast. DE's are IMO one of the toughest teams to play. If the dice work for you, you have a great team, fail but a little and....

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Post by Gorbad »

Draco wrote:Next, you can start with 1 RR, but if you don't feel comfortable with that, you could always go for leader as first skill so you would have an extra RR for the match.
Which would be a great idea if leader was a skill, and not a trait.

There are very few tournaments that allow a trait to be taken, mostly halfway through the tourney, so don't count on it helping you out.

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Post by Old Man Draco »

Reïntoduce 3rd edition and that will take care of that problem! :lol:

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Post by Aksho »

ehm.....the first roster is 1.040.000, the second one is 1.002.000 I don´t know in which Tournaments you are playing in but maybe you have been cheated or another misstake has happend here.

@Dark Elves at Tournament:
It always depends a little bit of Skill/Trait Taking. If you are allowed to take the first skill bevor the first match you can get a Block/Dodge/Jump Jup TD-Horror Witch for the other Team and If he consentrates on her you have 2 Blitzers left to make the TD´s for you.
I would never go without at least 1 Witch and 2 Blitzers at Tournament, the 4 Blitzer Roster is quite nice but so boring.....
I tryed it with 2 Blitzers, 1 Witch and a Thrower with 2 RR last Tournament and I went 2nd Place, so it can´t be that bad. Dodge is such a powerfull skill at Tournaments I found out, so why don´t use it and because the Players are respawned....

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Post by stormmaster1 »

I find witch elves really useful at low TR games like tourneys, because there is little tackle and many teams have little block. e.g. lizardmen could only knock her down on a pow, unless they would accept the turnover. The lack of block is only a problem in your turn for turnovers.

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Post by Ziggi Abschuss »

Witches are really overrated and with AV7 and without block will be take out of the play fairly fast. Blitzers are the thing that makes or breaks the DE team. You can have 4 and should take that many. TR 110 tournament roster I would take is the same as on the tournament roster sticky
Dark Elves (by Emberbreeze)
4 blitzers
7 lineelves
1 Apoth
3 Re-rolls
1 FF
If you want more skills / plan on more passing game drop 1 TRR and take 1/2 passers + FF. Same goes for the witch elf if you really think you need it (1 max). For TR 100 you loose 1 TRR and the apo (or 2 TRR).

I would take the apo since your cheapest player is 70k and that way you get 1 extra player for 50k.

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Post by narkotic »

That is the roster I use at tourneys. Give Dodge to all Blitzers, one Lineman Kick and one Lineman Leader. I had much fun with it. Four times 7 3 4 8 Blodge is great!

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Post by Duke Jan »

stormmaster1 wrote:I find witch elves really useful at low TR games like tourneys, because there is little tackle and many teams have little block.
In my experience there's usually a substantial number of dwarf teams at trouneys, as well as Norse.

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El Hombre
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Post by El Hombre »

It's ment for a 110K tourney, the roster I posted should be 110K.

I've read everywhere about the 4 blitzers-7linies line-up, but it sounds so boring... The special thing about the dark elfes is exactly the witches, so I'd like to take at least one. On the other hand, putting one witch on the terrain is like yelling at your opponent: YOOOOHOOOOO, here I am!!! Hit me please!!! So, I putted 2.

The four blitzers; the dark elves are the only team that can field 4 of them, ok, but 3 of them may just do the job also.

I took 2 throwers because that way, with random skill apointment after each match, I have a bigger chance of getting an 'accurate' on a thrower, whitch makes the team alot faster & reliable on the pitch.

So rest me linemen and RR, an apo will be too expensive I guess... According to what you guys told me, I'd best go for this I think:

2 witches
3 blitzers
2 throwers
4 linies
2 RR
3 FF

which makes 110K exactly.

any more thoughts?

Greetz
El Hombre

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Post by Coach Alex »

Duke Jan wrote:In my experience there's usually a substantial number of dwarf teams at trouneys, as well as Norse.
Good point, I think many coach could be attracted by teams starting with many skills ... and the possibility of having ALL their player starting with block might be very tempting for them.

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Post by Da_Great_MC »

4 Blitzers
2 Witch Elf
1 Thrower
4 Linemen

2 RR

FF 1

= 1.100.000

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Post by wesleytj »

El Hombre wrote:I've read everywhere about the 4 blitzers-7linies line-up, but it sounds so boring... The special thing about the dark elfes is exactly the witches, so I'd like to take at least one. On the other hand, putting one witch on the terrain is like yelling at your opponent: YOOOOHOOOOO, here I am!!! Hit me please!!! So, I putted 2.
It may be boring, but there's a reason so many people advocate it. Witch Elves are GREAT in league play, but in the tourney setting, the combination of av7, frenzy, and no block is not good. especially if you only have 1 reroll. you're asking for trouble.

That said, it's your team, in the end it's definitely your call. Just don't expect everyone to agree with it as tactically sound.
El Hombre wrote:I took 2 throwers because that way, with random skill apointment after each match, I have a bigger chance of getting an 'accurate' on a thrower, whitch makes the team alot faster & reliable on the pitch.
I'd suggest Sure Hands instead of Accurate as a Thrower skill. You already have the reroll for the pass. You REALLY don't want to be having trouble picking up the ball.
El Hombre wrote:So rest me linemen and RR, an apo will be too expensive I guess... According to what you guys told me, I'd best go for this I think:

2 witches
3 blitzers
2 throwers
4 linies
2 RR
3 FF

which makes 110K exactly.

any more thoughts?

Greetz
El Hombre
That's a nice 11 to put on the field, but again, with 2 witch elves, you may not keep them on the field that long. My recommendation would be to go a little less heavy with the position players and get a 12th elf. If you're dead set on having a witch elf (and a thrower, also not really necessary), let me suggest this way:

1 Witch =11
3 blitzer = 30
1 thrower = 9
7 Line = 49
2 RR
1 FF

That gives you a backup for if (when) your witch elf bites the dust.

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