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Dark Elf Runner advice give +1 Str?
Posted: Mon Nov 05, 2007 6:32 pm
by zephard
Need help figuring out what to do.
This is my lineup. One thing to note, no team rerolls, and will not take Leader, its a masochist theme going.
Witch Elf : Frenzy, Dodge, Jump Up, Block, Tackle (1 SPP short of 31)
Witch Elf : Frenzy, Dodge, Jump Up, +1 AV, Block (2 SPP short of 31)
Blitzer : Block, Mighty Blow, Dodge, Tackle
Blitzer : Block, Dodge, Mighty Blow
Blitzer : Block
Blitzer : Block, Dodge, +1 AG, Leap
Runner : Dump Off, Nerves of Steel, Pass, Sure Hands
Runner : Dump Off, Pass, Nerves of Steel <-------- Rolled double 6 on skill up
Lineman : Kick
Lineman
Lineman : Wrestle
Assassin : Shadowing, Stab
Assassin : Shadowing, Stab, Block
Looking at these scores is +1 Str worth it on a runner?
Other ideas I had, catch (for the reroll), Sure hands (for the reroll), Dodge
I didn't think I wanted Strong Arm due to the AG 4 and pass, most throws are Dump-Offs anyway. A fumble will happen before inaccurate throw.
My TV is currently 173.
Advice on the witches is good to, but mainly focusing on the runner.
Posted: Mon Nov 05, 2007 7:12 pm
by Darkson
If you can't see the advantages of a ST4 runner, you're playing the wrong game.
Posted: Mon Nov 05, 2007 7:19 pm
by Jural
+ STR is the clear winner. Even with +1 STR, you'll be subjected to a few even strength or 2 die blocks. And you'll be without Block or Dodge... But, more resources would need to be committed to the player. Because of that, it's likely that your Dump-Offs will be more successful (more players attacking the runner, so fewer players marking the intended target!)
Also, with Strength 4 he is more useful on defense, although with no team re-rolls he probably is a worse choice to hit with than a blitzer in almost all cases.
Posted: Mon Nov 05, 2007 9:34 pm
by stashman
I don't think there is any player where you don't wanna take +ST.
Well maybe a big-gut where block seems better.
Posted: Mon Nov 05, 2007 9:54 pm
by Meradanis
Snotlings. It nearly quadruples their cost, and ST2 with AV5 is still worthless.

Re: Dark Elf Runner advice give +1 Str?
Posted: Mon Nov 05, 2007 10:32 pm
by Snew
zephard wrote: is +1 Str worth it on a runner?
Duh.
Re: Dark Elf Runner advice give +1 Str?
Posted: Tue Nov 06, 2007 3:54 am
by atropabelladonna
zephard wrote:Need help figuring out what to do.
This is my lineup. One thing to note, no team rerolls, and will not take Leader, its a masochist theme going.
Runner : Dump Off, Pass, Nerves of Steel <-------- Rolled double 6 on skill up
Looking at these scores is +1 Str worth it on a runner?
Other ideas I had, catch (for the reroll), Sure hands (for the reroll), Dodge
Advice on the witches is good to, but mainly focusing on the runner.
Hey zephard
I think people may be missing the bolded part. I don't think this is an auto choice. With no rerolls, is it worth it? On any other player on this team it would be, but I am not sure on this player. Skills that reduce turnovers at minimal TV cost may be better.
When do you really get to use that ST on a DE runner? Sure hands may be better just so you don't have a 1 in 6 chance to end your turn picking up the ball, but I may go catch just to work with the other runner and the other runner already has sure hands. Plus getting that 1 SPP to level up other players with a quick pass is now a bit easier.
Just my thoughts. I just don't think this is an auto yes as it normally may be.
I would go sure feet on the witch elf with tackle (as your no rerolls). I also like side step on the witches to help them from getting crowd pushed. Maybe pro on the +1AV one to help jumping up and reroll blocking...
Posted: Tue Nov 06, 2007 4:44 am
by Snew
If it's a masochist thing then why waste a fantastic roll on a reroll skill or something similar. Take the gift and do what you can with it. It has more value than just hitting as it's a boon when being hit when you can't use a reroll anyway.

Posted: Tue Nov 06, 2007 4:44 am
by datalorex
It must have been bittersweet to get a 10 on the WE on its first skill up. That's a long time for a WE to go without Block. I like your skill choices on your team though. Well all of them except block on the assassin. Dodge is the better choice as it keeps him up and it gives you that RR you need when dodging. Jump Up is needed to get up and stab. Sidestep is the needed to stay next to your opponent when you are pushed or knocked down. Block is the 4th skill at best. And of course this is assuming you don't get doublees when you take multi block.
But your question is about ST on a runner. The problem with no RR is that you have to take skills that help you in that dept. I like lots of RR so I can take skills that don't deal with RRs. But you are choosing to not take RR's for the same reason I play a Nurgle team with no block.... for the challenge. So I say take the ST. Tempt fate. Actually, he will stay on his feet a lot more so he can make the catches to begin with.
Posted: Tue Nov 06, 2007 8:31 am
by stashman
Whit ST4 the Runner can act as a Blitzer instead!
Posted: Tue Nov 06, 2007 8:42 am
by Joemanji
I'd take it, but it's not an automatic choice on a player with Dump Off on a team with no re-rolls. Except that he already has Pass and NoS, so perhaps it is a no-brainer after all.

Posted: Tue Nov 06, 2007 1:50 pm
by Cramy
+ST on the runner.
For the Witches, I'd take SideStep next to avoid crowd pushes, and to set yourself-up to crowd-push somebody else when being blocked.
Posted: Tue Nov 06, 2007 3:32 pm
by zephard
Thank you all for all of your comments.
I chose to get the +1 Str, thinking it would help when getting hit.
My next skill with him would be block or dodge, thinking block, just due to the fact that a lot of teams are starting to get tackle in the TV this teams is starting to reach.
datalorex - Yes it was bittersweet to get that +1 AV as the first skill on the WE but I really like it now.
Thanks for the Assassins, I do the recommendation for the other assassin. I had flipped back and forth between block and dodge.
atropabelladonna - Yes the no team rerolls has made me rethink a lot of my skills. Since this is a PeBM team, I now wish I had not taken Kick but Wrestle. The not having rerolls have kept the team value down, and allowed me to start with all Blitzer, Runners and Witch Elves, unfortunantly it cut out the period of time that one normally develops the Linemen, leaving them with less skills.
++++++++++
Advice on the team is quite welcomed, having no team rerolls nor Assistance coaches nor Cheerleaders, on inducements only taking cards, leads to a very different team, with different skill choices.
I will be trying to save to get at least one more lineman.
Also will have to start deliberately skilling up the lineman at least to get the first skill.
As a side note, I made this team for I feel Nuffle (and the random dice) are sadistic and like to see my team in pain. So I chose to go no team RR, no inducements besides cards, and name all my players after Blues Hall of Fame inductees. This is turning out to be one of my favorite teams even if 1s seem to come up extra ordinary amount.
The AG 5 blitzer, I was thinking Strip Ball.
This team is in the MBBL so it in quite a bashy league.
Update:
Posted: Wed Mar 19, 2008 6:16 pm
by zephard
Ok, the updated team, having a hard time with the choice again.
Remember this team has no Team Rerolls and will not be taking Leader
Witch Elf : Frenzy, Dodge, Jump Up
Witch Elf : Frenzy, Dodge, Jump Up, +1 AV, Block, Pro, Tackle
Blitzer : Block, Mighty Blow, Dodge, Tackle
Blitzer : Block, Dodge, Mighty Blow , Dauntless
Blitzer : Block, +1 ST, Tackle
Blitzer : Block, Dodge, +1 AG, Leap, <----------------------------------- on Skill up rolled Doubles
Runner : Dump Off, Nerves of Steel, Pass, Sure Hands, Strong Arm
Runner : Dump Off, Pass, Nerves of Steel +1 ST, Block
Lineman : Kick, Wrestle
Lineman : Wrestle
Lineman : Wrestle
Assassin : Shadowing, Stab
My Leaping Blitzer got doubles and I am torn on what to take. I was going to take Strip Ball, but now its a Double, and don't know if I should take Mighty Blow like the rest. Or should I got Juggernaut and hope to last to get Strip Ball?
Posted: Wed Mar 19, 2008 8:34 pm
by whitetiger
Give him Guard or Juggernaut. This guy obviously goes downfield a lot, so he can help protect other players in the enemy's backfield if you give him guard. You don't have it on another player and it's a great skill to have. If you use him to blitz a lot, go ahead and give him juggernaut.