DE for 6 games

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berserker
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DE for 6 games

Post by berserker »

Hi,

we're staring a new pod of 4 teams, each team playing 2 games against each other team, top 2 playing the finals...

The others teams are Chaos, Skaven and Orcs. I took Dark Elves (over Amazons and Undead, retrospectively I think Amazons would have been easier to build...)
Now I need to build a team knowing the first 6 games are essential (we can play one of our pod teams afterwards in an advanced pod...)

I have made 4 builds to chose from:

11 Linemen
3 RR or 2RR and an APO
8 FF
-----------------------
8 Linemen
3 Blitzers
1 RR
9 FF
-----------------------
9 Linemen
2 Blitzers
2 RR
7 FF
-----------------------
9 Linemen
1 Throwers
1 Blitzers
2 RR
8 FF

I lend towards the first and the 4th...

Any advice welcome

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Post by BadMrMojo »

For a short tourney, I'd lean towards #3, actually. Those blitzers rock, but you want to have a few RRs to help minimize the elven curse.

Of course, you can never really eliminate the curse, but you have to pay it face value or Nuffle will find a way to screw you even worse.

2 blitzers gives you a decent chance of dealing with the inevitable BoBs and CWs. Block + 1 assist (which dodges there on a 2+ if need be) gives you a 50% chance of putting him down and only a 16% chance of going down yourself.

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Post by rwould »

I've tried the 11 and 3RR tactic.

Don't! The move of 6 without any skills is a real sod. I think 2RR's and skill positions is far more likely to get you SPP's and win games.

Richard

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Post by Khail »

#3 is what I pretty much always take as well. Of course, my Executioners are now 10th out of 11 teams in our league, but that has more to do with running into a VERY nasty chaos dwarf team midseason - that took me down to 6 elves for my next game...still haven't really recovered from that one :( And I have to play Skummy's Orcs next with only 10 *sigh*

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Post by NightDragon »

I've played DE's for all my time in BB and firmly believe that you take your skilled players first with an apothecary and 3 RR's and worry about the rest later. No Elven team is a great starter so just accept that they will get better over time and build for the long term. By taking your better players first they also develop quicker.

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Post by berserker »

:
take your skilled players first with an apothecary and 3 RR's and worry about the rest later.
Sure I'd love to but it kinda exceeds the bugdet.
I think I'll go with 2 position players, 2 RR and a high FF to buy the apo asap...
I that case the 2 blitzer option seems the best as for only 10k more the guy gets +1MV and block instead of pass for the thrower (and with an AG of 4 pass is often luxury...).

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Post by NightDragon »

I didn't mean to imply that you can buy them all, just what you want as the core of the team. I would go for all 4 blitzers 1 thrower and 1 WE. The blitzers are the key to DE success. My team has only ever had 1 thrower but I am considering getting another so I can develop surehands and dump off with him, passing the ball to my main thrower. I see an apothecary as quite essential from the start. If I couldn't afford the skill players above I would cut the WE, too easy to take down for an aggressive player and too unpredictable.

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Post by MickeX »

Why do you go with so high FF for so few games? If you want the RR:s, you could go

9 linemen
2 blitzers
3 RR
2 FF

or maybe 12 players to play less risky in the first games:

10 linemen
1 thrower
1 blitzer
2 RR
1 FF

Of course, you'll have to try not rolling the wrong numbers for the kick-off table...

Micke

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Post by berserker »

As I wrote we can use the teams later on (in fact we'll play 4 pods like this then a "Champions pod" where we all pick our best team between the 4 teams we had...)

That's why I take a high FF, for instance in pod 1 I played woodies and did well with them as I played the finals (ending the pod in 1st place). The money was important to really improve the team so after 7 games the team looks like this:

10 Lineman One has Kick another Leader and a third Dodge (3 have niggling inj. including the dodge)
1 Catcher Block
Wardancer +1MA
Wardancer +1AG
Thrower
Treeman Block
2 RR (+1 from the Leader -works for treeman!- so that's 3RR)
1 APO
7 FF (Damn 1!)

So to build a better team than that, I'll a lot of money!
Also with a high FF I like my chances to get an APO after the 1st game.

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Post by MickeX »

berserker wrote:As I wrote we can use the teams later on
Oh, sorry, I missed that completely. Then please ignore my stupid advice :D

Micke

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Post by wesleytj »

i would do this:

1 blitzer
10 lineelves
2 rr
9 ff
10k treas

use the 10k towards apoth, then buy blitzers and a witch. you don't need a thrower, especially not early on. You want to use your line elves to throw quick passes instead, so that whoever gets the MVP will get a skill.

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Post by NightDragon »

I like the idea Wesleytj, but why can't you do that with a thrower and so just pick up passing skills, they are only slightly more expensive?

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Post by wesleytj »

DeputyDawg wrote:I like the idea Wesleytj, but why can't you do that with a thrower and so just pick up passing skills, they are only slightly more expensive?
i don't want a thrower on my starting teams...they stunt the growth of the line elves. I want to spread around completions amongst them for the first few games, so that they can get skills. :)

remember that a line elf is roughly equivalent to a human thrower in terms of ability to pick up the ball and throw a quick pass. you have a team full of throwers!

clearly, as the team goes on, you'll want an actual thrower to get passing skills. but you don't need one to start.

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Post by NightDragon »

What skills do you take for your Linemen to start with? Block and Dodge for me, so they can hold up a grind by running teams.

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Post by wesleytj »

DeputyDawg wrote:What skills do you take for your Linemen to start with? Block and Dodge for me, so they can hold up a grind by running teams.
mostly just that...some blk then dge, a few dge then blk, guard on doubles, a guy with kick, a dirty player....basically a nice mix.

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