Dark Elf Runner as a Catcher?

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Jural
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Post by Jural »

For Witches, I rate the following skills better than kick.

1) Block
2) Side Step

3) Fend
4) Dauntless
5) Leap
6) Tackle
7) Sure Feet
8) Catch
9) Diving Tackle
10) Pass Block

1) and 2) are no brainers, 3 ) through 10 ) it depends upon what you are using her for and league composition.

I really like Fend on Witch Elves, Fend and Side Step often means if you aren't knocked down (or even if you are and armor isn't broken) your movement will be un-impeded next turn.

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mattgslater
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Post by mattgslater »

Yeah, Kick on a Witch is a no-go. Blitzer? Forgivable: you only get four potential Kick guys. Witch? Never. Too many great options. I'd probably go Fend or Diving Tackle: Fend if you're more concerned about ST, and Diving Tackle if you're more concerned about AG.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by whitetiger »

Agree with Jural on his list. I may put some of his list in a bit different order, but that's about it.

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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 DoubleSkulls »

And if you've taken Sure Feet you may as well take Sprint too :)

I'd probably rate Shadowing at #10, pushing Pass Block lower down too.

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Post by stashman »

What to take?

Skilled up with a witch elf with Wrestle.

Shall I go:

1. Tackle (easier to bring down opponents)
2. Dauntless (bring down big opponents)
3. Strip Ball (a great chance to take the ball of the opponents hands)
4. Leap (more movability)
5. Something else?

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Post by Stout Youngblood »

Since she already has Wrestle, I would take stripball. Some may say that puts her on the ground and vulnerable but I believe your opponent will be too busy trying to get the ball back.

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Post by stashman »

I took side step just to use her on the defence.

Maybe bad, maybe good, only the next matches will tell :lol:

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Post by stormmaster1 »

Good choice, side step is a great skill on any of the following type of player:

blockers, blitzers, linemen, throwers and catchers. Never had it on a big guy yet but not really an issue for elves.

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whitetiger
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Post by whitetiger »

Side step is a great skill on witches. You might still want to protect her with block, though. Or give her sure feet.

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.
stashman
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Post by stashman »

Lost a final versus a hated Wood Elf team with a classic one-turner and the team even got a wizard for inducement. This is the team now:

Rerolls: 4, Fan Factor: 11, Cash: 320K, TV: 231

Witch Elf 7 3 4 7 Frenzy, Dodge, Jump-Up, Block, Tackle, Side Step, Mighty Blow
Witch Elf 7 3 4 7 Frenzy, Dodge, Jump-Up, Wrestle, Side Step
Blitzer 7 3 4 9 Block, Dodge, Side Step, Fend
Blitzer 7 3 4 8 Block, Dodge, Guard, Tackle
Blitzer 7 3 4 8 [Niggling] Block, Dodge, Tackle
Blitzer 7 3 5 8 Block, Guard, Dodge
Runner 7 3 4 7 Dump-Off, Nerves of Steel, Pass, Block
Runner 7 3 4 7 Dump-Off, Block, Dodge
Lineman 6 3 4 8 Block
Lineman 6 3 4 8 Block, Dodge
Lineman 6 3 4 8 Block, Dodge, Side Step
Lineman 6 3 4 8 Guard (***just got skill***)
Lineman 5 3 4 8 Block, Dodge (LOS player)
Lineman 4 3 4 8 Wrestle, Dodge (LOS player)

What can I do to make it "better" (cutting down on players, get new ones etc.) All advices are helpfull.

Lineman 6 3 4 8 Guard (***just got skill***)
I rolled a double but is there any of theese skills to choose instead of GUARD (on how the team is built)
1. Stand Firm (block the LOS)
2. Mighty Blow (more casualties)
3. Grab (pull away the opponent to make way)
4. Pass (Build a "thrower" and redo Runners as catchers)
5. Nerves of Steel (and then catch to have a "safe" player for a dump-off)

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Post by Andromidius »

Ignore the double, get Block. As it is he's a huge target just waiting to be punched in the face and kicked to death.

~Andromidius

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Post by stashman »

Hmmm... Maybe I wasn't to clear about my skill choice :-?

Unskilled Lineman rolled a double and I'm thinking of taking GUARD but can there be other good options:

1. Stand Firm (block the LOS)
2. Mighty Blow (more casualties)
3. Grab (pull away the opponent to make way)
4. Pass (Build a "thrower" and redo Runners as catchers)
5. Nerves of Steel (and then catch to have a "safe" player for a dump-off)

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Andromidius
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Post by Andromidius »

Ah, I see. Then take Guard, yes. Block is still next on the list.

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Post by mattgslater »

If not Guard, then Grab, and then only if you're strictly concerned with other Elf teams. Not knowing your league composition, I say "Take Guard" with 90%+ certainty. And Side Step beats Block as a nose tackle skill (2nd skill after Guard) unless you're up against a lot of developed bash. Of course, you already have a Blodge/Guard/SS Blitzer, so maybe Block is best....

I can tell you from experience with Orcs that Side Step/Grab is extremely entertaining. I'm not sure I'd do it with an elf, though.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Storch
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Post by Storch »

My only question is how lucky are you with skill rolls?

If you think you'll hit another double soon, take Guard. I say that because I find that you really need at least two Guards to make it work. Otherwise the lone guard just gets blocked away and is actually more of a target.

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