Some doubles for quite developed Dark Elf team
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Some doubles for quite developed Dark Elf team
My dark elves have just completed their 18th game and I have two skills to assign. The confusing thing is that I rolled doubles for both players. We are using the Vault/PBBL rules, so it should be noted that Dauntless is a General skill (not a trait). Under the LRB, I almost certainly would have given Dauntless out at this point.
The team is as follows:
1. Blitzer (16spps) w/Tackle, Dodge
2. Blitzer (25spps) w/Dodge, Mighty Blow
3. Blitzer (21spps) w/Dodge, MA+1
4. Blitzer (16spps) w/Guard + NEW SKILL (double)
5. Line-elf (16spps) w/Block + NEW SKILL (double)
6. Line-elf (17spps) w/Kick, Pass Block
7. Line-elf (23spps) w/ST+1, Block
8. Line-elf (19spps) w/Guard, Block
9. Line-elf (12spps) w/Block
10. Line-elf (16spps) w/Dirty Player, Dodge
11. Line-elf (20spps) w/Block, Tackle
12. Line-elf (9spps) w/AV+1
13. Line-elf (21spps) w/Block, Dodge
14. Thrower (0spps)
15. Witch elf (16spps) w/Block, Side Step
16. Witch elf (16spps) w/Block, Side Step
5 re-rolls, 1 assistant coach, apothecary.
So I need to assign skills to Blitzer #4 and Line-elf #5. Before I rolled doubles, I was thinking they would get Dodge and Dauntless respectively. The doubles have caused me to change my mind... I'm thinking I might give #5 Guard instead. I'm still thinking Dodge might be best for the blitzer though. (Particularly since under the PBBL/Vault rules I don't get much money any more since my Team Value is so high.)
Any thoughts?
And any other comments about future development of the team or things I might have done differently?
Cheers,
Martyn
The team is as follows:
1. Blitzer (16spps) w/Tackle, Dodge
2. Blitzer (25spps) w/Dodge, Mighty Blow
3. Blitzer (21spps) w/Dodge, MA+1
4. Blitzer (16spps) w/Guard + NEW SKILL (double)
5. Line-elf (16spps) w/Block + NEW SKILL (double)
6. Line-elf (17spps) w/Kick, Pass Block
7. Line-elf (23spps) w/ST+1, Block
8. Line-elf (19spps) w/Guard, Block
9. Line-elf (12spps) w/Block
10. Line-elf (16spps) w/Dirty Player, Dodge
11. Line-elf (20spps) w/Block, Tackle
12. Line-elf (9spps) w/AV+1
13. Line-elf (21spps) w/Block, Dodge
14. Thrower (0spps)
15. Witch elf (16spps) w/Block, Side Step
16. Witch elf (16spps) w/Block, Side Step
5 re-rolls, 1 assistant coach, apothecary.
So I need to assign skills to Blitzer #4 and Line-elf #5. Before I rolled doubles, I was thinking they would get Dodge and Dauntless respectively. The doubles have caused me to change my mind... I'm thinking I might give #5 Guard instead. I'm still thinking Dodge might be best for the blitzer though. (Particularly since under the PBBL/Vault rules I don't get much money any more since my Team Value is so high.)
Any thoughts?
And any other comments about future development of the team or things I might have done differently?
Cheers,
Martyn
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Dark Elf Blitzer 8/3/4/8 Block, Dodge, MA+1, Shadowing, Side Step, Tackle
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Those were my two choices.Garek_Beurkman wrote:Couldn't agree more.TuernRedvenom wrote:Blitzer: Stand Firm, I know it doesn't prevent you from going down on a dodge but guard stand firm is still an awesome combo.
Lineman: Guard, you can never have enough guard!
Standfirm guard blitzer. Standfirm blodge guard guys are SO hard to remove from a scrum.
And a block guard lineman.
I might consider mighty blow on the lineman for some teeth, but guard so so nice. And it helps the witch elves so much to have guard floating around. (You planning on witch elves?)
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My Team
I have a similar problem using the LRB rules, no vault rules apply so blitzers dont get stand firm on doubles
My List:
Blitzer blodge, strip ball, <Doubles>
Blitzer blodge, AG+1, Guard
Blitzer blodge, AG+1
Blitzer, block(just bought last game)
Witch Elf blodge, frenzy, jump up, tackle
3xlineman blodge
lineman block, ST+1
lineman block, guard, ST+1
lineman block, diving tackle
lineman block, guard
lineman block, kick
rerolls:4
fanfactor: 11
Im thinking Nerves of Steel, Frenzy, Dauntless, Guard, Jump Up, or Mighty Blow. I just can't decide which. Can ya help me out? remember im using LRB rules, not vault.
My List:
Blitzer blodge, strip ball, <Doubles>
Blitzer blodge, AG+1, Guard
Blitzer blodge, AG+1
Blitzer, block(just bought last game)
Witch Elf blodge, frenzy, jump up, tackle
3xlineman blodge
lineman block, ST+1
lineman block, guard, ST+1
lineman block, diving tackle
lineman block, guard
lineman block, kick
rerolls:4
fanfactor: 11
Im thinking Nerves of Steel, Frenzy, Dauntless, Guard, Jump Up, or Mighty Blow. I just can't decide which. Can ya help me out? remember im using LRB rules, not vault.
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Re: My Team
Lots of "good" choices there, it si an interesting decision.Jimmy Nids wrote:I have a similar problem using the LRB rules, no vault rules apply so blitzers dont get stand firm on doubles
My List:
Blitzer blodge, strip ball, <Doubles>
Blitzer blodge, AG+1, Guard
Blitzer blodge, AG+1
Blitzer, block(just bought last game)
Witch Elf blodge, frenzy, jump up, tackle
3xlineman blodge
lineman block, ST+1
lineman block, guard, ST+1
lineman block, diving tackle
lineman block, guard
lineman block, kick
rerolls:4
fanfactor: 11
Im thinking Nerves of Steel, Frenzy, Dauntless, Guard, Jump Up, or Mighty Blow. I just can't decide which. Can ya help me out? remember im using LRB rules, not vault.
I would not take Nerves of Steel on this guy. Unless you want to catch the bouncing balls he's stripped on the blitz.
Blodge guard is very nice. If you can position it correctly his guard may even allow his team mates to block open a hole for him to strip ball through. But that is playing a little too close contact for my blood I think.

Jump up would be interesting. I don't like taking it on doubles, but with the strip ball threat it would mean they'd need to break av, foul, or mark him heavily when they put him down to keep him from the ball carrier.
Without much guard elsewhere I hesitate on the frenzy. Especially as strip ball has already coughed the ball free after the 1st push, having to throw the 2nd block before making a play on the ball seems less than stellar to me. (Unless there are lots of sure hands in the league, then maybe the extra hit would come in handy.) Besides, the witches do that without doubles.
If there are lots of Big guys or 4st pieces in the league then maybe Dauntless is the way to go. I'm a big fan of the lrb dauntless. No team should be without one in my opinion. 2 dice over 4 to block a Bull Centaur at one dice - stripping the ball from him is pretty nice to have. And so is just taking on the big guys when the ball carriers sure hands.
Mighty Blow. Since it has lost the +1 and +1 (3rd ed) I'm not as big a fan. It would be a nice combo with the strip ball if there are a lot of low av catchers in the league. Hit them to stip ball and mighty blow to make sure they go down and stay out...
So I guess it depends on what the rest of the teams are like for me. Sorry if that isn't any help.
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Re: My Team
I'd give him Dauntless. That seems to be the skill you are most lacking and it combines quite well with Strip Ball if any ball carrier happens to have gained a ST increase.Jimmy Nids wrote:I have a similar problem using the LRB rules, no vault rules apply so blitzers dont get stand firm on doubles
My List:
Blitzer blodge, strip ball, <Doubles>
Im thinking Nerves of Steel, Frenzy, Dauntless, Guard, Jump Up, or Mighty Blow. I just can't decide which. Can ya help me out? remember im using LRB rules, not vault.
Martyn
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Dark Elf Blitzer 8/3/4/8 Block, Dodge, MA+1, Shadowing, Side Step, Tackle
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Yup
Theres 2 Chaos teams, one has a Minotaur, theres a few elf teams, some undead with mummies/flesh golems, a halfling team - god i hate treeman and flying halflings. A lot of orc teams arent playing this time through as the coaches are playing elves or skaven or low AV low ST teams but then mostly the league favors ST teams, this season was just a fluke i think.
Still, I'll probably end up with Jump Up or Dauntless. I wish it weren't a doubles so I could have given him sidestep and been done with it.
AG+ guys are getting leap next automatically, blodge lineman are getting passblock or diving tackle. I intend to make this team into a defensive machine that no one has a chance of scoring on until the second half... when I intend to recieve the initial kick-off
BTW, strip ball is a skill and according to LRB skills are optional use so if I dont like where hes pushed to on the 1st hit, I can choose to have him hold it until I frenzy
Still, I'll probably end up with Jump Up or Dauntless. I wish it weren't a doubles so I could have given him sidestep and been done with it.
AG+ guys are getting leap next automatically, blodge lineman are getting passblock or diving tackle. I intend to make this team into a defensive machine that no one has a chance of scoring on until the second half... when I intend to recieve the initial kick-off

BTW, strip ball is a skill and according to LRB skills are optional use so if I dont like where hes pushed to on the 1st hit, I can choose to have him hold it until I frenzy
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Re: My Team
Actually... I'm a big fan of the Strip Ball Frenzy combo, on the first push you knock the ball loose, and on the second push you remove the former owner of the ball out of a TZ on the ball and stand there instead. Ofcourse you can still move away if you fear the opposition, but getting rid of a TZ on the ball seems to to be perfectly 'stellar'Mad Jackal wrote:Without much guard elsewhere I hesitate on the frenzy. Especially as strip ball has already coughed the ball free after the 1st push, having to throw the 2nd block before making a play on the ball seems less than stellar to me. (Unless there are lots of sure hands in the league, then maybe the extra hit would come in handy.) Besides, the witches do that without doubles.

A valid point is that "witches do it without doubles." (my new bumpersticker)
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One Game Left
I have one last game to play before playoffs, against a weak undead team. This is how the team looks
SPP/ Player/ Skills
00/ Blitzer/ Block (blodge frenzy strip ball guy died
)
52/ Blitzer/ Block, Guard, AG+1, Dodge, Leap
34/ Blitzer/ Block, Dodge, AG+1, Leap
07/ Blitzer/ Block + Dbls i havent decided
23/ Line/ Block, Kick
21/ Line/ Block, Dodge(Niggling Injury x 1)
22/ Line/ Block, Guard, ST+1
22/ Line/ Guard, Block
16/ Line/ Block, Dodge
18/ Line/ Block, Dodge
19/ Line/ ST+1, Block
22/ Line/ Block, Diving Tackle(MISS NEXT)
06/ Witch/ Dodge, Frenzy, Jump Up, Block
39/ Witch/ Dodge, Frenzy, Jump Up, Block, Tackle, ST+1
So its the all elusive what doubles to give him. 3xST4 players or Dauntless would be the way to go. Have 2 Witch Elves so not sure if I need more Frenzy. Got 3 Guards already and its been working for now. Maybe Jump Up. Was thinking Nerves of Steel too but with 2 AG5 players its not all that necessary, or is it? Also no Mighty Blow yet, but then I usually roll 10+ when I do break armor and 6- when I don't. Also have to consider going into the playoffs with only 1 tackle player and no strip ball... Maybe I should waste the double on one of those instead. I just don't know.
Mostly the 2 AG 5 guys are the big scorers... though I'ld rather they weren't... it just works out that way every time I'm in a pinch and need to make those catch in 2 TZ with DT on you, leap out and score type plays.
ST 4 lineman do nothing.. mostly act as safeties and will probably get tackle or strip ball before getting dodge. Blodge guys go on the LOS as they have the best chance of living through crunch time. Kick guy stays off the field unless its my defense. That's about it.
!!!FEAR THE CRIMSON WAVE WHICH FOLLOWS IN THE WAKE OF THE INDIGO BROTHERHOOD!!!

SPP/ Player/ Skills
00/ Blitzer/ Block (blodge frenzy strip ball guy died

52/ Blitzer/ Block, Guard, AG+1, Dodge, Leap
34/ Blitzer/ Block, Dodge, AG+1, Leap
07/ Blitzer/ Block + Dbls i havent decided
23/ Line/ Block, Kick
21/ Line/ Block, Dodge(Niggling Injury x 1)
22/ Line/ Block, Guard, ST+1
22/ Line/ Guard, Block
16/ Line/ Block, Dodge
18/ Line/ Block, Dodge
19/ Line/ ST+1, Block
22/ Line/ Block, Diving Tackle(MISS NEXT)
06/ Witch/ Dodge, Frenzy, Jump Up, Block
39/ Witch/ Dodge, Frenzy, Jump Up, Block, Tackle, ST+1
So its the all elusive what doubles to give him. 3xST4 players or Dauntless would be the way to go. Have 2 Witch Elves so not sure if I need more Frenzy. Got 3 Guards already and its been working for now. Maybe Jump Up. Was thinking Nerves of Steel too but with 2 AG5 players its not all that necessary, or is it? Also no Mighty Blow yet, but then I usually roll 10+ when I do break armor and 6- when I don't. Also have to consider going into the playoffs with only 1 tackle player and no strip ball... Maybe I should waste the double on one of those instead. I just don't know.
Mostly the 2 AG 5 guys are the big scorers... though I'ld rather they weren't... it just works out that way every time I'm in a pinch and need to make those catch in 2 TZ with DT on you, leap out and score type plays.
ST 4 lineman do nothing.. mostly act as safeties and will probably get tackle or strip ball before getting dodge. Blodge guys go on the LOS as they have the best chance of living through crunch time. Kick guy stays off the field unless its my defense. That's about it.






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