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Dark Elf Skills and Purchases
Posted: Fri Sep 03, 2010 12:12 am
by Master Wang
The team:
http://www.stuntyleeg.com/index.php?sec ... obj_id=515
My thoughts for the team are Tackle on the Blitzer and Block or Wrestle on the lineman. However, I would consider Dodge or Sidestep on the lineman as well. I might have given the Blitzer SS but the last game, against Amazons, showed me that Tackle needs to be somewhere on the team.
I also have enough money for a reserve lineman. One of my current ones is niggled so I will probably find myself men down sooner rather than later. On the other hand, I could try to get through another game without any serious injuries and get a second Witch Elf. I really want a bench, but WEs are so much better than linemen.
Re: Dark Elf Skills and Purchases
Posted: Fri Sep 03, 2010 7:27 am
by dines
One tackle blitzer is nice, but tackle on a wrestle witch is awesome! I would probably take one tackle, then all sidestep on blitzers.
I would save for the witch.
Re: Dark Elf Skills and Purchases
Posted: Fri Sep 03, 2010 9:17 am
by voyagers_uk
Some tackle is nice on the Blitzers, in terms of progression (Upgrades notwithstanding) it is 3rd on my usual list after dodge and side step
Re: Dark Elf Skills and Purchases
Posted: Sun Sep 05, 2010 11:57 pm
by Smeborg
Mater Wang - my strategy for Tackle is as follows:
Witches go: Wrestle, S-Step, Tackle
Blitzers go: Dodge, S-Step, Tackle
Linos are unlikely to take Tackle
The advantage of this strategy is that the Wrestle on the Witches is immediate, and is a poor man's Tackle (good for downing blodge ball-carriers, especially since it is combined with Frenzy). The disadvantage is that Tackle is a 3rd skill, thus relatively rare. The strategy seems to be working well this season.
Re: Dark Elf Skills and Purchases
Posted: Mon Sep 06, 2010 2:32 am
by Greyhound
Smeborg wrote:Witches go: Wrestle, S-Step, Tackle
The advantage of this strategy is that the Wrestle on the Witches is immediate, and is a poor man's Tackle (good for downing blodge ball-carriers, especially since it is combined with Frenzy). The disadvantage is that Tackle is a 3rd skill, thus relatively rare. The strategy seems to be working well this season.
If you take Jugernaut on a double for the witch (after or before wrestle) you also overcome the risk of falling to the floor when not targetting the ball carrier, allowing you to keep pushing when necessary, it compensates slightly for (some of) the negative effects of wrestle.
Re: Dark Elf Skills and Purchases
Posted: Sun Sep 12, 2010 11:12 pm
by Smeborg
Greyhound wrote:Smeborg wrote:Witches go: Wrestle, S-Step, Tackle
The advantage of this strategy is that the Wrestle on the Witches is immediate, and is a poor man's Tackle (good for downing blodge ball-carriers, especially since it is combined with Frenzy). The disadvantage is that Tackle is a 3rd skill, thus relatively rare. The strategy seems to be working well this season.
If you take Jugernaut on a double for the witch (after or before wrestle) you also overcome the risk of falling to the floor when not targetting the ball carrier, allowing you to keep pushing when necessary, it compensates slightly for (some of) the negative effects of wrestle.
I agree with Juggernaut as the WE doubles choice (I have yet to playtest it). The WEs are either trying to down a player (Wrestle) or to crowdsurf someone (Juggernaut).
Re: Dark Elf Skills and Purchases
Posted: Tue Sep 14, 2010 1:35 am
by Master Wang
While I understand the logic of Wrestle on witch elves, I'm not sure I have the balls to do it. Maybe the second one will get it.
I went with Sidestep and played another game. Got 80K which gives me a 150K to play with. The obvious choice would be the second witch elf except that I'll be wanting to score with my first one and the blitzer on only one skill in the next game. Also, a lineman got MNG so if I buy a witch I'll only have 11 players and have to game a little to protect her. I could save it and run with a journeyman hoping to get through the next game unscathed, but that probably won't happen.
Also rolled 6+4 on a Blitzer so will take the MA.
Re: Dark Elf Skills and Purchases
Posted: Tue Sep 14, 2010 6:35 am
by Drool_bucket
Master Wang wrote:While I understand the logic of Wrestle on witch elves, I'm not sure I have the balls to do it. Maybe the second one will get it.
QFT.
I couldn't do it.
Only "good," AV7 player I want with Wrestle is a High Elf Catcher, cause he has three friends and no one hates him like they do Witch Elves.
Re: Dark Elf Skills and Purchases
Posted: Tue Sep 14, 2010 7:08 am
by dines
I went with wrestle, tackle on one of the witches and block, ST+, side step on the other. That has worked like a charm
Our league is not that focused on fouling, so that might have saved the wrestle witch from some boots, but its a really strong combination to get people down. I would definately go there again, at least with one of them.
Re: Dark Elf Skills and Purchases
Posted: Mon Oct 18, 2010 1:59 am
by Master Wang
This team have managed a couple of very rewarding games. 5-0 against a necromantic team and 3-1 against some goblins. The second match started horrendously with the fanatic -MAing and BHing two of the 3 LOS linemen! But eventually my elves overpowered them. The team link at the top of the thread shows where I'm at development wise; I have four skills to pick and two are a little difficult.
The Easy Two:
The Block lineman will get Dodge. My TV is getting high meaning I'll be facing more Tackle, I need to counter this by blanketing Dodge across the board. Plus, this team as done very well staying mobile and hitting where needed or maintaining cages and screens.
The MA8 blitzer will get Tackle. Again, my TV is getting high, I face a lot of Dodge and need to be able to counter it. Plus with MA8 he can keep up with fast receiver types.
The Difficult Two:
Both my rookie witch elf and the other skilling up blitzer rolled doubles. On top of that the blitzer got double 5.
One thing I'm considering is Guard on both as two counts of it will be a great asset for the team, but my policy was to be to wait and hope for it on linemen.
The witch's other choices are of course Mighty Blow or Juggernaut. I think Mighty Blow is what I'll go with, though I am aware of the advantages of Juggernaut, especially for crowd surfing.
I think I might give Mighty Blow to the blitzer as this, along with Guard on linemen only was my original policy. However, I've found my MA8 blitzer to be really useful and having two would be great. Had it been a six and four, this is what I'd have taken.
To summarize: giving both Mighty Blow sticks to the development plan I outlined in my head after reading various guides before starting the team. It'll help with getting opposing players of the pitch, especially weaker ones. It won't help so much against bash, but at my TV level neither will just one or two incidences of Guard. Against strong teams I'll rely more on Kick and AG4 to win the match for me.
Also I think I have enough for an extra lineman, I don't fancy the assassin or runner much, but am open to being persuaded.
Thoughts?
Re: Dark Elf Skills and Purchases
Posted: Mon Oct 18, 2010 2:13 am
by Greyhound
I'd give Juggernaut to the witch personally. This is really a strategy plan for the witch.
MB => she becomes a hitter which is nice but I'd normally assign MB to a blitzer, since I like to see them as my hard hitting killers.
Jug=> You know where you block will take you. Often I anticipate only a push only to get both down and see my witch stuck where I don't want her to be. With juggernaut unless I skull I know a blitz will open a gap in the line. She becomes a lot better at moving around the field, and she can live without Block (meaning I can take Wrestle as defensive skill). Any team benefit of Jugernaut, to counter Stand firm, and since Fend is a good counter to Frenzy you can now deny this skill to your opponent as well.
A lot of teams do not have AG access and therefore their only protection on the sideline is Stand Firm (whereas AG teams take SS).
Jug forces your opponent to clear the wide zones which is good for you.
Re: Dark Elf Skills and Purchases
Posted: Mon Oct 18, 2010 10:21 pm
by Carnis
Opponent who leaves himself open to crowdsurf will be a walkover, jugs or no jugs. Go MB, that's what most people do.
I must confess though, I mostly play fumbbl-environment, where dodge is autouse, so surfing is really a lot easier than it should be...
The witches are the 2nd best players to build MB/PO naturally in LRB6, after werewolves. Sadly they come pretty far behind, werewolves being totally broken with MB/PO nowdays ;p.
Re: Dark Elf Skills and Purchases
Posted: Mon Oct 18, 2010 10:39 pm
by mattgslater
The point of Jugs is that it counters two of the three effective anti-surfing skills, opening up the WZs or forcing added commitment or sub-games. I'd take MB anyway, but Jugs can add significantly to the threat of surfing, and thus help control the pitch.
Re: Dark Elf Skills and Purchases
Posted: Mon Oct 18, 2010 11:16 pm
by Greyhound
Carnis wrote:Opponent who leaves himself open to crowdsurf will be a walkover, jugs or no jugs.
However good your opponent is jugernaut + Frenzy means that anyone in contact with a dark elf at the end of his turn and 3 squares away from the sideline can be Block/pushed then Frenzied out.
It's fancy to claim that any good coach would manage to keep at all time all his player in the centre of the pitch. Dwarfs for instance would rely highly on Stand Firm to man the widezone. If they can't they will have to leave more runners/blitzers in their backfield to prevent being overrun and this leaves less block in the middle.
I believe that even good coach have to sometimes take risk and get within 3 squares of the sideline.
Re: Dark Elf Skills and Purchases
Posted: Tue Oct 19, 2010 2:04 am
by Master Wang
I know what Carnis means, I really don't think I've crowd surfed that much with any of my Frenzy players on any teams because the opportunities haven't been there, also, and I'm not saying I'm a good coach (watch replays of my BOTOCS matches for the proof), I very rarely get surfed unless by a crazy chain or a desperate attempt to stop a TD. I don't think you don't have to cede the widezones to avoid being surfed: positioning, setting up defensive assists, etc can stop it or at least make a coach have a long hard think before trying. I'm no genius so maybe I'm just not scheming enough to do it and maybe the coaches I play aren't seeing the chances either. Of course the flip side is that it's the threat of the surf that will help me. and I am getting into the TV levels where I'm starting to see Stand Firm on bash teams.
What about the Blitzer how can get Guard, MB or +MA and the 90K I have? Runners look like a weak point, but would help my offense for the times when I have to be a little reckless.