5+5 on witch elf

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5+5 on a witch elf with Block, Mighty Blow

Piling On
9
17%
+ AV
33
61%
+ MA
10
19%
Diving Catch
0
No votes
other
2
4%
 
Total votes: 54

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TuernRedvenom
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5+5 on witch elf

Post by TuernRedvenom »

After my latest game I rolled double 5 for a skill on my Witch Elf, what to do, +1 AV or Piling On? She already has Block and Mighty Blow.

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Post by datalorex »

Witch Elves are expensive and fragile. Go for the armor. PO next.

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Post by Borg »

+AV is probably the least "flashy" option to take but it makes a lot of sense on such a prized positional.
Instead of breaking armor on her 15 out of 36 (41.66%), you can reduce this to 10 out of 36 (27.77%)

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Post by horekim »

Definitely Piling On! Mighty Blow + Piling On + Jump Up is a fantastic combo. She will be a casualty machine

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Post by mattgslater »

+MA, dude. MA8 roxx. You can use an MA8 player as a strong safety (2-3 squares back, in/near the middle) and pull off a safety blitz most drives; that way, with four MA7 Blitzers as corners/OLBs, you have 5 players who can rush the ball, and will almost always be able to score a defensive TD in 2 turns.

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Post by Snew »

Sounds like she rolls doubles all the time. :D +MA is a slam dunk! Speed kills.

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Post by Lofwyr »

+MA for me all the way!

Piling on for someone so fragile is just...

Speed is what Dark Elves lack the most compared to the other Elf Teams.

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Post by Tante Kaethe »

Piling On IS tempting, she'll rack up thoses CAS like crazy :D ! Of course it's a risk that she'll be fouled, but with the changes to fouling I think it's not as dangerous as it used to be.

And what about Juggernaut? It'll help you crowd-surfing and counter Wrestle, Stand Firm and Fend.

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Post by voyagers_uk »

I voted +MA as well, increased movement plays to Dark Elf strengths

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Post by TuernRedvenom »

atm I'm leaning towards piling on (I was really curious what other people would do). Sure +AV is great, but my team is developed (TV 209) and I hope my blitzers can protect her. The next 3 games I'm playing is against teams with AV 7 players. The damage potential is huge!
+ MA is also great and never a bad choice but my Dark Elf team has developed with a lot of doubles (2 guarding linemen and 3 mighty blow positionals) and can outcas most teams. This means I usually play at a slower pace and the piling on will help me more with this playing style then the +MA I think.
Juggernaut is also a good skill but frankly I know of only 1 fend player in the whole league and besides in my own team no wrestle player at all. :) Besides my own dwarf team nobody has taken stand firm either I think.

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Post by King-Nerd »

Take the Armour dude. If you had a MB PO Witch Elf playing against me, he would be dead by half time. He will be a magnet for pain. If its in a tournie go nuts with the PO MB etc but in a league I would kill him even if it cost me the game, just so I did not face him later in the season when the silverware is up for grabs. :evil:

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Post by TuernRedvenom »

King-Nerd wrote:Take the Armour dude. If you had a MB PO Witch Elf playing against me, he would be dead by half time. He will be a magnet for pain. If its in a tournie go nuts with the PO MB etc but in a league I would kill him even if it cost me the game, just so I did not face him later in the season when the silverware is up for grabs. :evil:
See, the silverware is up for grabs so anyone trying to kill the witch at all costs will probably be giving me a relatively easy win. Besides that protecting witches is standard procedure for a de team, you're not going to get to her that easily! I know my opponents (and they are no chumps) will target the witch, doesn't matter, let them try!
I always detest the arguement of not taking a skill because it makes that player a target. When a player is considered a target it means that it's a very good player, would really choose a worse skill just because it would otherwise mean that player becomes a target? Face it, there will always be a target your opponent will try to kill so you might as well have as many of them as possible. If that means your opponent is not playing to win all the better: easy wins for me! The game is about winning matches after all.

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Post by King-Nerd »

I see it more as creating rounded players rather than killing machines. Eg a Beastman with Claw and MB and PO is going to attract a LOT of attention and will be put out of action eventually. Where as your Witch Elf with Blodge, MB and AV8 or MV8 would be a very useful player with a much longer life expectency.

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Post by fen »

TuernRedvenom wrote:See, the silverware is up for grabs so anyone trying to kill the witch at all costs will probably be giving me a relatively easy win.
I read this often, and with the exception of the extreme players who desire violence - this just doesn't happen. Honestly, it's a minor form of self delusion.
Bad players hunting down a high profile player like this Witch Elf give you an easy win. But you're likely to beat them anyway, so it's not really important. On the other hand good players will eliminate a player like this with ease, they'll take the shot when it isn't going to cost them a TD. For example during the initial drive after kicking (or even recieving if you plan to stall) is a good time to knock over and (maybe) foul a player like this.

Additionally AV7 players with a high TV are bread and candy for the killers that many teams can now produce - Any Blitzer can take their starting template of Block and Add Mighty Blow, Tackle and Piling On (Any team with a GS Blitzer can make one of these by 31SPPs) to deal with irritating players - that's not the only route possible as well, chain pushing and fouling are also excellent choices.

+MA is a solid choice, but the choice of champions is +AV - Witch Elves were designed with 2 weaknesses, Low AV and lack of Block. You've fixed one of her weaknesses, now take the chance to cover the second.

All of this said, a huge factor is the make up of your league. If there are plenty of Low AV teams - Elves etc - then Piling On is a viable and decent option, but if there are a high portion of Orcs, Nurgle, Dwarfs and the like it's not as good - because you do not want to PO on the AV roll when you have AV7. The opposing teams reply would/should be (if the opponent is decent at the game) a foul with a DPer and a couple of assists - bye bye Witchy.

So ask yourself this, how often has your Witch Elf made Injury rolls? How likely is she to do so in the future considering the opposing AVs? If the answers are "A Lot" take PO, if they're "Occasionally" take the +AV or +MA. My choice without hesitation would be +AV, then I'd hope for another doubles at roll 4 or 5.

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Post by horekim »

Ask yourself: "what would I hate to play against?"

I for sure hate to play against the witch elf in our local league with MB, PO, Block, Tackle and I know people fear my chaos dwarf with Claw, MB, PO. Fear is always good :)

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