Doubles on dark elves

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dr. evil
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Doubles on dark elves

Post by dr. evil »

So here's my team

Blitzer- block, dodge, leap
Blitzer- block, dodge, +1AG
Blitzer- block, guard
Blitzer- block, dodge, tackle
Line- guard, nig
Line- kick
Line- none
Line- none
Line- none
Runner- d off, pass, doubles
witch elf- dodge, frenzy, jump up, doubles

So what would you give to the runner and witch elf?

My first though was guard for both (you can never have to much guard) but I'm not sold on it yet.

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dode74
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Re: Doubles on dark elves

Post by dode74 »

Mighty Blow on the witch - she's your primary blitzer. On the runner I'd be tempted by guard, but he's likely to be away from the scrum. The other option is Strong Arm to give you a pretty good longer throwing game, especially with the AG5 blitzer (who will be getting leap next, I hope!).

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Re: Doubles on dark elves

Post by Smeborg »

I would suggest an alternative view of the Witches' roles, which is Juggernaut on doubles (mainly to create an improved crowd-surfing threat, but also to sometimes get a tertiary block by another player following a blitz).

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Jimmy Fantastic
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Re: Doubles on dark elves

Post by Jimmy Fantastic »

Yeah Mighty Blow for sure on the Witch. If you get another double for her later she can get PO too!
It's a shame your other double was on a runner, I guess you have to go guard even though he is av7.

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Re: Doubles on dark elves

Post by Smurf »

WE - Mighty Blow the added benefit of downing or offing players is nice.

Runner? Do they have GAP or GA (no book in front of me). If there is no access to the P then go for NoS allowing for cheeky dump offs. The player get blitzed and punts the ball to another allowing for superb sneaky DE action.

Also if you have no use of a double, you don't have to take it thus saving 10k on the player.

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Re: Doubles on dark elves

Post by dines »

Agree with Jimmy on the witch and either guard or ignore the double on the runner. Seems you are making him a thrower rather than a runner and there guard seems more a waste than on a more pure running style dude. Guard on elves isn't that great without blodge and when he allready have pass, it will take a while to get the blodge, guard combo.

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Re: Doubles on dark elves

Post by Da_Great_MC »

Mighty Blow on the Witch

Sure Hands on the Runner

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Re: Doubles on dark elves

Post by dines »

Da_Great_MC wrote:Mighty Blow on the Witch

Sure Hands on the Runner
Sure hands seems a waste to me as you have dump off to counter strip ball. Dodge has more use IMO.

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Re: Doubles on dark elves

Post by Smurf »

Sure Feet for greater mobility.

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Re: Doubles on dark elves

Post by dode74 »

dines wrote:
Da_Great_MC wrote:Mighty Blow on the Witch

Sure Hands on the Runner
Sure hands seems a waste to me as you have dump off to counter strip ball. Dodge has more use IMO.
It's mainly for the pickup. Having had a DE Runner with and without Sure Hands, I'd rather have it than not.

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Re: Doubles on dark elves

Post by Coach Grievous »

Just having played Dark Elves for two seasons, thoughts about this are fresh in mind.

I'd totally go with Mighty Blow for Witch Elves, even though Juggernaut is enticing. The team needs some more punch with consistency and Witch Elves do a lot of the Blitzing, so MB it is. The second Witch might get Juggernaut instead if she rolls doubles just put that skill into the toolbox (making her the push-out specialist, while the other is more of an open field Blitzer).

The Runner is less obvious, imo. If you're creating an uber passer Runner, Strong Arm is a choice. I never did go for that route, because I opted for a committed rushing game, but it is definitely an option. Of course, short term it is a worse choice than Accurate, but you might not get doubles in the future.

Guard is entirely great for ball carriers for peeling off markers, and always good for elves anyway, but how often would a Runner with a man marker not just dodge away (hence, favoring a non-doubles Dodge)? Only when marked by a specialist, with things like Diving Catch. I might actually skip the doubles on a runner of in a non-passing role. More likely, I'd end up going for Guard (unless I had 3-4 Guard in the team already) just because it is awesome.

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dr. evil
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Re: Doubles on dark elves

Post by dr. evil »

My plan for the WE was to go block, SS, diving tackle but MB is really hard to pass on (I'd be kicking myself if i didn't take it and got another doubles).

The runner is being used to run the ball and not as a long thrower(I like pass on them first for the reroll on the dump off). So is guard that bad if he will be in the mix a lot?

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Re: Doubles on dark elves

Post by Coach Grievous »

With a few hours of thinking behind me, I'd totally go with Guard. The Runner may not be the piece I would take Guard on if given free choice, but Guard is still damn solid for Dark Elves. The ability to peel markers off the Runner isn't bad either, even if he mostly does those aforementioned dodges to avoid scrums. Now with Guard he has a big role in defensive play though and while AV8 would be better for that, I wouldn't pass on the Guard (no pun intended).

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Re: Doubles on dark elves

Post by juck101 »

Runners and guard don't mix. Unless its your only double before about 1750 just ignore it and get accurate or pass or dodge. No point having a mobile frail player getting stuck in

Witch =mb

For both reasons above I buy all blitzers and lineman first to try and maximise doubles into guard. Guard blodge is great on a 8. Vs tackle the same with av7 seams far less appealing

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