How many dark elves does it take....

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grampyseer
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How many dark elves does it take....

Post by grampyseer »

...to screw in a lightbulb?

My roster currently sits @ 14...I'm considering trimming to 13. Any thoughts? I have 60k banked
here's the team

runner. pass, accurate sure hands
blitzer. dodge mighty blow
blitzer. dodge pro
blitzer. block
blitzer. block tackle
witch elf. dodge
witch elf. dodge
assassin.
lino. 5spp
lino. AG 5 dodge
lino. kick
line. s4, wrestle
lino. 4 spp
lino. dirty player, sneaky git

Reason: ''
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Meradanis
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Post by Meradanis »

With Dark Elves, I'm aiming for 14 players, too.

Since they don't have uber-fast players like Skaven or those other Elf teams, it's essential to have a full squad for the second half, too.

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whitetiger
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Post by whitetiger »

The answer to your original question is: none. That's what slaves are for.

The answer to your second quesiton is: Keep the 14. You don't need to have anymore than that, but 13 is a bit thin. If you have one player missing a game you'll still have 2 reserves in the box with 14. Playing a game being down 1 or 2 players on the pitch is livable with Dark Elves, but you don't want to go below that. The other team can start really ganging up on your guys then.

Reason: ''
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.
DDogwood
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Post by DDogwood »

14 is a good number for most rosters, especially if you don't have enough cash in the bank to buy a replacement when you have a rough match. It means you may give up a bit of inducement money, but unless you're really struggling with spiraling expenses you're probably better off having a couple of reserves and a comfortable treasury than retiring a perfectly good player.

If you retire a player, you will probably suffer 2 or 3 deaths in your next game.

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grampyseer
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Post by grampyseer »

Fair points all,

Thanks for the replies

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stashman
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Post by stashman »

I have the same thoughts around my team, but I have 16 players and I really don't know who to kick, exept last Lineman with AV7.

Naggaroth United (TV226)
RR:4, FF:9, AC:1 & Apothecary

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!

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whitetiger
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Post by whitetiger »

Stashman, get rid of the 7AV player and the 5 MA player with the least points. Why keep a slow elf around? I realize that he's line fodder, but when you're going around a wide side and it gets jammed up, sometimes the best receiver you'll get is a lineman that pops out of the middle and heads down the opposite sideline.

Reason: ''
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.
tribalsinner
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Post by tribalsinner »

My DE Team (TV 2.39M) 3AC, 3CL, 4RR, Apoth, 12 FF, 470k Treasury

Assasin - 8spp - Jump Up
Runner - 57spp - Nerves of Steel, Safethrow, Pass, +AG
Blitzer - 20spp - Dodge, MightyBlow
Blitzer - 76spp - Dodge, Tackle, +AV, Sidestep, Passblock
Blitzer - 39spp - Dodge, Tackle,Sidestep
Witchelf - 31spp - Juggernaut, Mightyblow, +AV
Witchelf - 39spp - Block, Mightyblow, Tackle
Lineman - 36spp - Block, Dodge, Sidestep
Lineman - 25spp - Block, Dodge
Lineman - 40spp - Dodge, Guard, +AV
Lineman - 38spp - Kick, Block, Dodge, -AG
Lineman - 19spp - Block, Dodge

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whitetiger
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Post by whitetiger »

tribalsinner wrote:My DE Team (TV 2.39M) 3AC, 3CL, 4RR, Apoth, 12 FF, 470k Treasury

Assasin - 8spp - Jump Up
Runner - 57spp - Nerves of Steel, Safethrow, Pass, +AG
Blitzer - 20spp - Dodge, MightyBlow
Blitzer - 76spp - Dodge, Tackle, +AV, Sidestep, Passblock
Blitzer - 39spp - Dodge, Tackle,Sidestep
Witchelf - 31spp - Juggernaut, Mightyblow, +AV
Witchelf - 39spp - Block, Mightyblow, Tackle
Lineman - 36spp - Block, Dodge, Sidestep
Lineman - 25spp - Block, Dodge
Lineman - 40spp - Dodge, Guard, +AV
Lineman - 38spp - Kick, Block, Dodge, -AG
Lineman - 19spp - Block, Dodge
Nice team. I'd consider getting the other blitzer. I'd also consider losing the 3 AG lineman and replacing him with a fresh player. Other than that, I'd just pick up more speed. Seems you're building a true bash elf team, though, so I can understand why you've taken the +AV. What's your won/lose record? Also, are you playing edition 4 or 5?

Reason: ''
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.
tribalsinner
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Post by tribalsinner »

Hmm.. Must of missed him, I do have a fourth Blitzer - Dodge, Stripball - 19spps.

Long league, this is season 2.

16/6/3

Team won the Spike Cup and now in the Semis for BloodBowl.

Also, 2 of the 3 losses were games 1 and 2 of first season, so since then have only had the one loss.

And before you ask, 14 teams in league, mixture of bash and agilty, 2 big bash teams, but my DE have the MB to match them

Oh and LRB5

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whitetiger
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Post by whitetiger »

Tribalsinner:

Very good. Congrats. Excellent progression.

The only suggestions I would make is to buy the other runner and start developing him. Then think about putting speed on one or two of your blitzers for the downfield threat. 8 MA is a wonderful thing.

I'd also think about putting leap on a couple of guys. The reason being: when you're on offense you can pound a hole in the defense on one side of the field and use your leapers to go over the defense on the other side. Now you've got a running game going on one side and a deep threat on the other. Your opposition can't effectively cover both. If they jam your run, you've got 2 elves on the other side to either throw the ball to or they can come from behind the defense to help re-bust open your running lanes.

When you're on defense, once again, your leapers can just go over the opposition line and be in their backfield and start fighting over the ball before the opposition can set up a drive. Now, you're really messing with their heads.

Lastly, buy another reroll or two to use especially when you block and leap. And then just keep on pounding.

And good for you, I love it when DE take on a league and whip it.

Reason: ''
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.
Cramy
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Post by Cramy »

Answering the original question. 13 or 14 players is optimal. Usually 14. If you have lots of protection skills and the opponents aren't very bashy, then 13 is OK. Otherwise, go with 14. Once you have lots of cash, you can also go down to 13. That way you can rebuild easier if lots of players die in a game.

I had 13 players in my league with DE. Played against Lizards, Nurgle, Amazons and Skaven. The Saurus didn't have too many skills, and the Nurgle team struggled. So I played 13 players, with lots of block and dodge. Worked-out great for me.

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Cramy
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Post by Cramy »

Answering the original question. 13 or 14 players is optimal. Usually 14. If you have lots of protection skills and the opponents aren't very bashy, then 13 is OK. Otherwise, go with 14. Once you have lots of cash, you can also go down to 13. That way you can rebuild easier if lots of players die in a game.

I had 13 players in my league with DE. Played against Lizards, Nurgle, Amazons and Skaven. The Saurus didn't have too many skills, and the Nurgle team struggled. So I played 13 players, with lots of block and dodge. Worked-out great for me.

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Cramy
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