[Ramble] Cult of Slaanesh Dark Elf Team for Ongoing League

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Nestyr
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[Ramble] Cult of Slaanesh Dark Elf Team for Ongoing League

Post by Nestyr »

Hi all,

I've been toying with doing a "Cult of Slaanesh" Dark Elf team, for an ongoing league/tournaments played locally.

The Cult of Slaanesh is a Dark Elf cult (funnily enough), led by Witch Elves, that worship the Chaos God Slaanesh (also, funnily enough).

Bearing this in mind, I want to field a team with as many Witch Elves as possible (only two, unfortunately), and as many heavy hitters (such as are available - Blitzers, in this case) as possible, with the remainder of the team consisting of Line Elf Worshippers - the brethren.

Now historically (!?!?) Witch Elves and Assassins don't get along, so I won't be fielding any (which suits me, frankly, as I'm not fond of them in the current rule set - MA and AV too low for the cost, to my liking).

I may add a Runner or two, as the team progresses, if only for the +1MA and so I can easily add Leader to the team, but I don't really like their build in this rule set either.

With this in mind, I'm thinking about fielding the following:
  • . 2 x Witch Elves (220k);
    . 4 x Blitzers (400k);
    . 5 x Line Elves (350k);
    . 1 x FF (10k);
    . 1 x AC (10k);
    . 1 x CL (10k).
Total: 1,000k

In my mind, there are two really big drawbacks with this list:
  • . NO INITIAL RE-ROLLS(!!!);
    . No Apothecary.
The bonuses are:
  • . 6 players with MA 7 (almost as good as it gets w/Dark Elves in terms of speed);
    . 9 players with AV 8 (As good as it gets on a Dark Elf team, unless you field 4 Blitzers and all Line Elves...);
    . All the positionals I want for the team in the starting roster (where they will hopefully skill up more quickly, than if I were to add them later on).
With careful play in the first few games, I believe I can survive without re-rolls and, with the addition of the AC and CL, I think I have a better than average chance of winning any re-roll events on the kick-off table.

I would buy an Apothecary as soon as possible - hopefully after the first game - and would need to spend extra protection for my positional players until I purchase one.

Future purchases would initially be two re-rolls ASAP, and another Line Elf, or Runner, depending on the cash flow.

What do people think of this build?

Am I crazy taking eleven Elves with no re-rolls and no apothecary?

Am I just being greedy in wanting all my positionals off the bat?

If they survive their first few games, will they be a force to be reckoned with later on?

Is it worth petitioning the BBRC to make Witch Elves 0-4, so I can field my ideal roster? :D

All comments and (constructive) criticism greatly appreciated.

Cheers,


Nestyr

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Post by Nestyr »

Hi again,

Having just thought about it, and based on the above, I have already made the following changes for this team...
  • . 2 x Blitzers (200k);
    . 2 x Runners (160k);
    . 2 x Witch Elves (220k);
    . 5 x Line Elves (350k);
    . 1 x Assistant Coach (10k);
    . 1 x Cheerleader (10k);
    . 1 x Apothecary (50k).
The Blitzers will escort the Runners. Two Line Elves will support the Witch Elves. The remaining three Line Elves will stand on the line.

Purchases will now be re-rolls and additional Blitzers, but the rest from above still applies.

A faster team, but slightly less armoured.

Comments, ideas, etc, as above.

Regards,


Nestyr

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Post by TuernRedvenom »

Elves without rerolls tend to go *splat*. Especially when starting with 4 AV 7 players. If something goes wrong early on in your turn you're setting yourself up for a beating. I think just 1 reroll is more effective at preventing deaths then an apothecary. But I would really try to get 2.
Remember, once you've played your first game rerolls cost double so load up from the start!

Finally: BB fluff is not equal to warhammer fluff so you can take those assassins if you want to. I think it's nowhere mentioned that they don't get along (troll slayers, gutter runners and wardancer also don't have the same "meaning" as in warhammer).
But I don't like assassins either though. :wink:

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Post by stashman »

Rerolls are the key to winning! :lol:

2 Blitzer
9 Lineman
3 Rerolls
20K cash

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Post by mattgslater »

You can always save up to buy more positionals, but I think you should play more conservatively to start.

3 Blitzers
1 Witch Elf
7 Line-Elves
2 Re-Rolls

1st purchase: Apothecary
2nd purchase: Witch Elf
3rd purchase: Blitzer
4th purchase: Runner

This gives you the RR you need to advance the ball reliably and turn over the game before the blocking goes south. Starting only one Witch Elf means you have a chance to develop her before you get a second one, which is nice because Frenzy without Block uses a lot of RRs and two AV7 players at 110k each on an AV8 team really demand an Apothecary.

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Post by TuernRedvenom »

@ mattgslater & stashman
The idea is a slaanesh list so 2 witch elves seems kinda mandatory. :wink:

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Post by Nestyr »

TuernRedvenom wrote:@ mattgslater & stashman
The idea is a slaanesh list so 2 witch elves seems kinda mandatory. :wink:
Hi,

What he said... :lol:

Cheers,


Nestyr

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Post by Nestyr »

TuernRedvenom wrote:Elves without rerolls tend to go *splat*. Especially when starting with 4 AV 7 players. If something goes wrong early on in your turn you're setting yourself up for a beating. I think just 1 reroll is more effective at preventing deaths then an apothecary. But I would really try to get 2.
Hi,

Yeah, I know, but I have to figure all this in somehow.
Finally: BB fluff is not equal to warhammer fluff so you can take those assassins if you want to. I think it's nowhere mentioned that they don't get along (troll slayers, gutter runners and wardancer also don't have the same "meaning" as in warhammer).
But I don't like assassins either though. :wink:
Yeah, I figured that too, but it was a convenient excuse not to field Assassins... :lol:

How about this line up, then:
  • . 2 x Blitzers (200k);
    . 2 x Witch Elves (220k);
    . 7 x Line Elves (490k);
    . 1 x Re-roll (50k);
    . 2 x Fan Factor (20k);
    . 1 x Assistant Coach (10k);
    . 1 x Cheerleader (10k).
Total: 1000k

Blitzers (and/or two Line Elves) protect the Witch Elves, and assist with Frenzy.

The Blitzers/Witch Elves will be the primary scorers, though I will farm it out to the supporting Line Elves, to spread the SPPs around.

First purchase will be an Apothecary, followed by Re-rolls, Blitzers and Runners, depending on how the draw progresses...

@ Stashman: I don't agree that re-rolls are the key to winning - they certainly help to ease bad dice rolls, but cautious coaching is the key for me...

Thanks to all for your ideas/suggestions so far.

Cheers,


Nestyr

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Post by mattgslater »

2 Witches mandatory to start, rather than a dedicated objective? Ok, so "optimal" is out the window. I say build to improve.

2 Witches
9 Line-Elves
2 RR
1 Apoth

Purchases: Blitzer, Blitzer, Blitzer, Blitzer.

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 mattgslater »

Nestyr wrote:How about this line up, then:
  • . 2 x Blitzers (200k);
    . 2 x Witch Elves (220k);
    . 7 x Line Elves (490k);
    . 1 x Re-roll (50k);
    . 2 x Fan Factor (20k);
    . 1 x Assistant Coach (10k);
    . 1 x Cheerleader (10k).
Total: 1000k
I'd drop the AC and CL and bank 20k, so I knew I had good odds to get an Apoth after week 1. I'm leery of 1 TRR, as you may need a re-roll to turn the game over late in the half (a critical option with elves) and having two Witches means you'll want to have TRRs to block with.

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 Nestyr »

mattgslater wrote:2 Witches mandatory to start, rather than a dedicated objective? Ok, so "optimal" is out the window. I say build to improve.

2 Witches
9 Line-Elves
2 RR
1 Apoth

Purchases: Blitzer, Blitzer, Blitzer, Blitzer.
Hi,

Yeah, that looks good, but I will miss not having at least one player who has a good chance of throwing a Block...

Having looked over all the suggestions so far, I think I'll run with:
  • . 2 x Blitzers (200k);
    . 2 x Runners (160k);
    . 2 x Witch Elves (220k);
    . 5 x Line Elves (350k);
    . 1 x Re-roll (50k);
    . 2 x Fan Factor (20k).
Total: 1000k

Purchases: Apothecary, Re-roll, Blitzer, Blitzer.

If I have any Line Elf deaths, they can be replaced w/Journeymen, until positionals can be puchased?? If I lose any positionals, I may be in trouble...

Again, comments, ideas, etc... :D

Cheers,


Nestyr

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Post by stashman »

The Cult of Slaanesh (DE Team)

2 Witch Elf
9 Lineman
3 Rerolls


Rerolls is always needed. With Frenzy on with elfs and no block, you really need thoose rerolls.

Even with 2+ rolls, you will fail and when it rains its a 3+ to pick up the ball.

Just to dodge is a 2+ roll, and if you have to dodge, you can fail, even if you play "safe". And DE have problems with luck!!! :lol:

Get apo first, then fill it up with blitzers, but get some block skills on lineman so TV doesn't go sky high before you develop the other players.


Experimental Cult of Slaanesh
0-2 Chaos Warriors 5439 GSM/AP 100K
0-2 Witch Elf 7347 Frenzy, Jump-Up, Dodge GA/PS 110K
0-4 Marauders 6338 GSPM/A 50K
0-1 Spawn of Chaos 2519 Sprint, Sure Feet, Grab, Tentacles, Prehensile Tail, No Hands, Regenerate SM/AGP 150K
0-16 Lineman 6348 GA/PS 70K
Reroll 70K

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Post by mattgslater »

I'd be very hesitant to start with two Runners on this team. AV7 increases the odds you'll take damage, and once the hits start coming you're less able to protect the Witch Elves. Runners are good players potentially, and it's nice to start with them (after all, Leader makes up for the 1RR), but one should be plenty. Bank the other 10k, so you only need to roll a 3 or 4 on Winnings to get an Apoth after one match. Then after you have the Apoth, buy a Blitzer if you have 100k+ and a Runner if you have 80k-90k, then repeat until you have a full allotment, maybe buying a TRR over the 14th player if you're so fortunate as not to suffer any losses in the meantime.

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 Grendel »

well the main problem with Witchelves is that they are followers of Khaine (=Khorne) and and such they would hate Slaneesh. The kult of Slaneesh is actually forbidden in the Dark Elf Kingdom. :wink:

And on a side note: my next team will be Dark Elves also. But I want to start with 4 Blitzers, 7 Linemen and 2 RRs.

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Post by Nestyr »

Grendel wrote:well the main problem with Witchelves is that they are followers of Khaine (=Khorne) and and such they would hate Slaneesh. The kult of Slaneesh is actually forbidden in the Dark Elf Kingdom. :wink:
Hi Grendel,

The basis of this Slaanesh theme is rooted in the Warhammer supplement, Storm of Chaos, where Morathi rekindles and reorganises the old cultists, for the Druchii's benefit in assisting Chaos in the Storm.

I know, I know... Warhammer and Blood Bowl are two different things these days, but I wanted to try something different with Dark Elves, and this seemed as good a choice as any. :)
And on a side note: my next team will be Dark Elves also. But I want to start with 4 Blitzers, 7 Linemen and 2 RRs.
Yep - that's the starting line up I've played with for some time - Not the fastest, but certainly the toughest you can start out with.

I was looking to go in a different direction with this new team, and liked the idea of the Slaanesh theme.

Cheers,


Nestyr

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