Witch elf double five advice?
Posted: Wed Sep 03, 2008 6:43 pm
I'm running a Dark Elf team in a never ending leauge (or actually a series of short tournaments, but that dosen't really matter). The leauge is very light on tackle (my DE eam is the most developed team), and fouling isn't done unless the prone player is a very obvious target.
I've been building the team from a starting point of one runner, four blitzers and six linoes - when the first runner gained a ST increase I bought another one to build as a thrower (something I have since regretted doing), so the witches are the latest additions. One lineman has been killed. This is the team - I've been incredibly lucky with my rolls for increases:
Lineman
Lineman - Dodge
Lineman - Kick
Lineman - Guard
Lineman - Guard
Blitzer - Block, AG+, Leap
Blitzer - Block, Leap
Blitzer - Block, Dodge, Side Step
Blitzer - Block, Dodge, Side Step
Runner - Dump-off, ST+
Runner - Dump-off
Witch - Frenzy, Dodge, Jump UP
Witch - Frenzy, Dodge, Jump UP, double five!
The last witch is what I can't decide on. Block is the obvious choice for a witch, but would be a waste of a double roll - witches gain SPPs easily, so that one is out.
An AV increase would help keep her alive, but that seems a bit unnecessary - apart from this increase she isn't at all special. MV is very attractive - DE are the slowest elves, and I have often found that a player with MV 8 would be really attractive.
Mighty Blow seems a great choice as well - she will eventually be doing a lot of blocking, and MB would give her more SPPs, and add some punch to a team that is lacking in hat department.
Juggernaut seems as an interesting long term choice - the leauge dosen't really have fend, wrestle etc yet, but juggernaut could come in handy later. And it would make it possible to use the witch for blitzing even before she gets frenzy.
Any input is very welcome.
I've been building the team from a starting point of one runner, four blitzers and six linoes - when the first runner gained a ST increase I bought another one to build as a thrower (something I have since regretted doing), so the witches are the latest additions. One lineman has been killed. This is the team - I've been incredibly lucky with my rolls for increases:
Lineman
Lineman - Dodge
Lineman - Kick
Lineman - Guard
Lineman - Guard
Blitzer - Block, AG+, Leap
Blitzer - Block, Leap
Blitzer - Block, Dodge, Side Step
Blitzer - Block, Dodge, Side Step
Runner - Dump-off, ST+
Runner - Dump-off
Witch - Frenzy, Dodge, Jump UP
Witch - Frenzy, Dodge, Jump UP, double five!
The last witch is what I can't decide on. Block is the obvious choice for a witch, but would be a waste of a double roll - witches gain SPPs easily, so that one is out.
An AV increase would help keep her alive, but that seems a bit unnecessary - apart from this increase she isn't at all special. MV is very attractive - DE are the slowest elves, and I have often found that a player with MV 8 would be really attractive.
Mighty Blow seems a great choice as well - she will eventually be doing a lot of blocking, and MB would give her more SPPs, and add some punch to a team that is lacking in hat department.
Juggernaut seems as an interesting long term choice - the leauge dosen't really have fend, wrestle etc yet, but juggernaut could come in handy later. And it would make it possible to use the witch for blitzing even before she gets frenzy.
Any input is very welcome.