Dark Elf Runner as a Catcher?

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stashman
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Dark Elf Runner as a Catcher?

Post by stashman »

I started a Dark Elf team with 10 Lineman, 1 Blitzer and 4 rerolls.

I did it just to have a whole team of AV8. I haven't done very good 3 win, 1 draw and 5 loss, but now the team looks really good and I think I will go to finals with it. This is the team now:

Naggaroth United
Witch Elf: Block, Tackle
Blitzer: Dodge, Side Step
Blitzer: [4 spps]
Line: Accurate, Strong Arm (my Thrower!)
Line: Block, Dodge
3 Line: Block
2 Line: Wrestle
2 Line: [2 & 4 spps]
4 Rerolls
4 Fan Factor
and 80K in cash (for a Runner maybe or save for next Blitzer)

What about buying a Runner and use it as a Catcher, getting Nerves of Steel and Catch. MA7 will make a good scorer. Have anyone done this? I was thinking of it becuse of my Accurate/Strong Arm Line.

Or should I get a new Blitzer and maybe get catch on one of them?

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Post by Cramy »

Generally, you want to max-out on the Blitzers and Witches before getting anything else. They are MA7. The Blitzer has block and AV8. The Witches have dodge and jump-up. Both are good for catching the ball. Well, any player on your team are good at catching the ball.

I never develop dedicated catchers on my DE team. With a reroll, anybody can catch the ball as well as a catcher. And offence is usually not a problem with Elves. The problem is defence. Get players and skills that help on defence.

The Runner is still a nice addition for offence so that you can dump-off the ball if you are in trouble (i.e. getting blocked by a leaping strip-ball wardancer).

Actually, as you have developed an accurate strong arm lineman, I would consider not getting a runner.

Get kick on a lino and get more MA7 players. You won't regret it.

But for your immediate question on purchases, get the two Blitzers, then the 2nd Witch. As you retire linemen, you can replace them with Runners and an Assassin.

Lots of people don't use Assassins. I love them. They attract so much attention. Especially if you are lucky enough to roll a double on your first skill roll for him and give him Multiple Block.

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Post by stormmaster1 »

Gotta admire anyone who doesn't go down the stereotype of guard linemen on doubles too!!!!

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Post by datalorex »

Get your blitzers first unless you have some MNGs for the next match. Then I might go for a runner.

I've never understood the facination for Witch elves. 7AV, 3ST, Frenzy and no block just seems very hard to play.

My friend has DElves but no Witches and we're both tied for the league lead going into the last game.

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Post by Meradanis »

datalorex wrote:I've never understood the facination for Witch elves. 7AV, 3ST, Frenzy and no block just seems very hard to play.

My friend has DElves but no Witches and we're both tied for the league lead going into the last game.
They start with 3 skills, that's a hell of a thing for an elf ! They're not as good as Wardancers, but they'll come in a close second.

I agree with you, they're hard to play at the beginning. But after your first skill up, they'll simply rock. You can do some really cool things with them, just think about Leap and Juggernaut (if you're lucky enough to get a double). Add in their starting skill (Frenzy), and you'll be able to push your opponents players into the crowd from all sorts of angles. Or you can go the more traditional way with Block&Tackle, and hunt down enemy Catchers/Runner deep in your half. Our league has often seen Dauntless Witch Elves fighting against ST4 or ST5 players.

DElves without Witches are plainly boring, and you're wasting a lot of potential. Your linos may have more AV, but MA7 will win those really close games.

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datalorex
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Post by datalorex »

Meradanis wrote:DElves without Witches are plainly boring, and you're wasting a lot of potential. Your linos may have more AV, but MA7 will win those really close games.
Boring wins games sometimes. Ask any Orc players. lol.

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Post by wesleytj »

Witch elves are awesome! They are fragile starting out, but they skill up quickly, and when they do, they are terrifying. They used to be much MORE so, when you could Frenzy up to your movement instead of just one extra block; with good planning a witch elf could be a crowd push machine back then.

And they use doubles really well too. I have one with Block, Juggernaut, Mighty Blow. Play a few games against HER and say witch elves suck. :)

The other one was Block, AG5, and Leap, so she's no slouch either, just works a very different way. But even with just plain non-upgrades, non-doubles rolls, a witch with block, tackle, dauntless is pretty scary.

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Post by Cramy »

Oh yeah. Witch Elves are the best players in the DE team. They are a liability until they get block though, which is why it is often recommended to not start with one. Once you get one, score with her twice and give her block, then she can hold her own. A blodging player with Frenzy is always a player that needs to be considered in your opponent's strategy.

If I don't get doubles or stats increases, I give them block, then SideStep. Really good to get in the way of the opponent, especially close to the sidelines. If you don't fall on the hit, it's a likely crowd push after that (for you :) ). You'll notice that most players won't blitz her because of that. Obviously don't leave her in tackle zones too often, and don't leave her all alone in the path of the opponent (in their backfield is fine).

Other skills after that: Tackle, Strip Ball, Dauntless ... depending on the league you play in.

With an AG increase, get leap next.

I have never rolled doubles on my witches, but I'd definitely give Juggernaut a try. In LRB4 it would have been Mighty Blow.

ST Increase. Not much to say here. Block, Frenzy, MV7, ST4 anyone?

A Witch with a few skills is an amazing player. If you don't have two on your team after a few games, you are missing a huge aspect to the team, and you are missing-out on lots of fun too.

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Post by stashman »

The team has developed and I have 16 players. Only lost two players after 19 games (one died and one retired after -MA and AV). But now the TV is going sky-high and what is your experience of this. I think I like to have a 16 player roster, but can a team live with 14 players? Help me out!

Naggaroth United
RR:4, FF:9, AC:1

Witch Elf: Block, Tackle, Side Step (33 spp)
Witch Elf: --- (3)
Blitzer: Dodge, Side Step, Fend (41)
Blitzer: Dodge, Guard (24)
Blitzer: Dodge (14)
Blitzer: Guard, AG5 (20) Leap next for good guarding help
Runner: Nerves of Steel (11)
Runner: --- (3)
Lineman: Accurate, Strong Arm, MA7, Niggling (35) The Thrower!
Lineman: Block, Dodge (16)
Lineman: Block, Dodge (27)
Lineman: Block (7)
Lineman: Wrestle, MA5 (9) Linefodder
Lineman: Block, Dodge, MA5 (17) Linefodder
Lineman: Block, MA5 (12) Linefodder
Lineman: Wrestle, AV7 (9) Just a reserv!

If I shall kick someone I will kick the AV7 Wrestle lineman, and maybe the "Thrower" but that expensive player can be a good thing to have if I develop the Runners as Catchers.

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Post by Bucket-Head »

Too much player i think.
Yoour TV must be too high, is it not?

Kick out some linos.

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Post by Grogmir »

Ok firstly, re-read what cramy said. As usual his DE tactics are spot on.
They only are we disagree in is the assassin, I only use them in friendly games, they attract attention against noobs, which you can beat anyway, against proper players they are fodder.

The league, No Ass, No Runners, No WE's lineup is the best, (Although not the one in the OP, need more blitzers) As the OP saw its difficult to start but in my league of 25+ games I only lost 3 games, the first two games and the final.

To your latest post, Nice Interesting team thats still seeing DE power, respect to you cause I was boring in my skill choices.
16 players is too many though, but who to drop? Firstly I think this is too late, I assume you have just bought another runner that was 1 too many in my opinion.

Lineman: Wrestle, AV7 (9) Just a reserv! He seems like a good choice to drop though.

14 Players on a DE is standard. 2 we 4 bli 1/2 run 6/7 lelf.

Good Luck hows the results going?

Grog.

P.s Oh and a Runner as a catcher? No just No, DE's !RELY! on having many options/many routes, you then pick the easiest. Only Woddie's rely on 1 player! ;)

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Post by whitetiger »

I've played DE for years. Your team is coming along fine. An elf team can survive on 14 players. The fewer the players, the riskier it gets, especially in a bash heavy league. But your guys are developing enough that they can better protect themselves, so the risk isn't as great now.

If you're looking to retire a couple of players, the -AV guy should definately be on the list. Then one of the -MA guys.

I'd also be looking to develope another thrower. Your niggler thrower could probably use the help. I think I'd go ahead and use your second runner as a thrower and give him pass or accurate when he hits 6. Or, you have a lineman that's ready to skill up for his 3rd skill, if he gets doubles, give him a passing skill.

The next thing I'd do is give at least two players leap. Your agility 5 blitzer definately. But then give another player the skill. That way on offense, you can punch a hole in the defensive line in one wide zone and then send your 2 leap players down the other wide zone. You'll have 4 players in their backfield immediately. One side a blitzer and a witch elf, on the other side a blitzer with guard and 5 agility and perhaps another blitzer, witch elf or even a lineman. (Witch Elves with leap are horror stories. Ask any ball carrier who is standing there with the ball and some crazy woman comes flying over the top of an offensive line at him. :cry: ) But, back to offense, nobody can cover all that and still stop the run threat. I play it that way all the time. Basically, its an option play. If the opponant covers the receivers well, I just crash the line with everything else and take off running. If he reacts to the run, TD pass on the second turn. No matter what he does, he's screwed.

Now then, back to that witch elf with leap. I actually play defense almost the same way I play offense. I try to get as many Dark Elves into his backfield as he has players in his backfield. Especially if I'm playing a slower team. If I'm playing any kind of dwarf team, anything with 5 or less movement, I'm there. And usually if I'm playing a team with 6 or less. I'm as fast as they are or faster. And I've got a lot more agility. If they mishandle the ball, I score. Period. I score as much when I kick off as when I receive. Put pressure on the ball, put pressure on the ball carrier. A lot of times, I go across the line and put up a screen between the ball carrier and his linemen. Then I tie up his linemen with my other players. Force him to make dodge rolls with non-agility players in order to protect his ball carrier. They'll fail. I blitz the ball carrier, I score. Fun, huh?

Next thing I'd do with your money is buy rerolls. (I don't think you stated if you have an apothecary or not, if not, buy one next, then get the rerolls) Unless you need to replace a positional player, I'd use the money for rerolls. 8 is not too many if all your positional slots are filled and you have enough linemen to cover the KOs and such.

Good luck and may the Dark Force be with you.

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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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Post by stashman »

Thanks for the advices.

My TV is 226 and I have an apothecary. I am not doing supergood, but last games got me some wins.

History 9 Wins, 9 Loss and 1 Tie. TDs 33-34 Cas 31-37.

Biggest win 4-1. Best casualty game 4-1.

Worst loss 1-5. Most casualties against 2-5.

Next season will probably be with teams like 2-3 chaos teams, high elfs, orcs, maybe khemri, dwarfs so its going to be a tough season.

I can still play 2 more "training" matches before the season 5 starts.

Lost last season to a norse team 0-1 (casualties 2-5). Damn tight game!


stormmaster1
Gotta admire anyone who doesn't go down the stereotype of guard linemen on doubles too!!!!

Well, I needed a thrower BUT if I would know that I was going to get two doubles in a row and a 10 roll, I would certanly have a Guard, Mighty Blow, AV9 player!!! :lol:

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Post by whitetiger »

stashman wrote: Next season will probably be with teams like 2-3 chaos teams, high elfs, orcs, maybe khemri, dwarfs so its going to be a tough season.

I can still play 2 more "training" matches before the season 5 starts.
Oh, no. Don't look at the next season and be in fear. That league is designed for a Dark Elf team to win. You can outrun, out agility or at the very least fight toe-to-toe against all of them. When you play other elves, get them into a fist fight and beat them up. When you play the dwarves, I love to play against dwarves. Kick the ball deep and just outrun them to it. The chaos team, you fight with the beastmen and dodge away from the Warriors and go into a fast and furious ball handling contest. Throw it alot, hand off, run like hell. The Orcs you play generally just like the Chaos teams. Beat up his blitzers and throwers and run away from the BOBs. Khemri, well, don't let him hit you, steal the ball, score. Simple.

You'll want to get block and dodge on as many of your players as possible as fast as possible. Spread the SPPs out as much as you can so all your players move up fairly evenly. Get a runner and get him pass as fast as you can. You'll want to open up your game against all those power teams.

And somebody, please, somebody, talk Galak into getting Dark Elves some Executioners so we can really wreck some mayhem. :lol:

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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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Post by prisma »

whitetiger wrote: And somebody, please, somebody, talk Galak into getting Dark Elves some Executioners so we can really wreck some mayhem. :lol:
Hmmm, the dark elf chainsaw starplayer or what ? :P

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