2nd skill on a ST4 Dark Elf blitzer (+ other advice!)

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Fatlad
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2nd skill on a ST4 Dark Elf blitzer (+ other advice!)

Post by Fatlad »

Dear All,

I have just got back into Blood Bowl after a long time (2nd edition) and I am playing a bit on FUMBBL (so LRB 4 rules).

I have been lucky enough to roll a ST4 blitzer (Balthus Dire) for my Dark Elf team and was wondering what I should aim to get him for my next skill (hopefully not too far in the future). I always struggle with cages (especially Orc ones), so was wondering if Leap or Side Step would be a good options? Team is as follows:

Blitzer: +ST
Blitzer
Lineman: Guard
Lineman: +MV
Lineman: +MV
Lineman (MNG)
Lineman
Lineman
Lineman
Lineman
Lineman
2 RR
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60k in the bank
1/1/0 record

As a matter of academic interest, I skilled three Linemen in the last game and rolled a double three and two double fives. As you can see above, I chose Guard and +MV twice as I guessed that you can never have enough speed on an elf team. I was tempted by three Guard Linemen though. Did I make the right choices? What would you have done?

Finally, how would you set up plays with this team? I've only ever played this (or any) Dark Elf team twice, so need all the advice I can get. Diagrams would be appreciated!

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katadder
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Post by katadder »

i would have had guard on all but thats just me and what i did to my own DE team although a passing skill might have worked to turn one into a passer.
as for blitzers, dodge is always the 1st normal skill i put on them, even if he is ST4 as this just makes him harder to put down and getting into boxes is fairly easy for AG4 players with dodge - hit one guy away from the corner of the box then dodge into 2 tackle zones if needed on 4+ with reroll. if worse comes to worst I have dodged right into a box on 5+ with dodge reroll to get the ball carrier.

surprised you only have 2 blitzers in your team though and only lineman elsewhere.
for attacking plays I generally hit one side of the pitch with both blitzers and with the remaining lineman at an angle away from it to slow approaches to the ball carrier who would be another lineman until he passes/hands off to a blizter

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Post by voyagers_uk »

yes, would backtrack those choices and take Guard.

Side step on the Blitzer is great 7 4 4 8 Block Side Step is an awesome stat line

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Post by katadder »

true, that would be my next choice after dodge though as whilst sidestep is really annoying it doesnt make you any more survivable.

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Master Wang
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Post by Master Wang »

I'm no elf expert, but I agree with the backtrack and take guard on all three line elves. The movement's nice, but three players with guard combined with the other blitzers and witch elves, when you get them. You'll cause a lot of headaches for your opponents.

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Post by AK_Dave »

No, don't backtrack those +MA choices. Guard is awesome, yes, but those MA7 Linemen are on track to being Junior Blitzers. Thats freakin AWESOME! My rule: never turn down a stat increase on a DE team. Pick Guard as their next skill, perhaps, but keep the +MA.

As for the +ST guy, I wouldn't distract from my usual DE Blitzer skills on account of +ST until I have at least Dodge on him. Then Strip Ball would be nice, Mighty Blow on a Doubles, and if you have either or both of them then Leap would be awesome.

You're only 2 games into development. Don't ditch the early +MA just because Guard will be good for you. +MA is also good, and it is much harder to come up with.

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katadder
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Post by katadder »

these are line elves, they dont have any use but guard and dont get skills very often as they die easy. gives the elves something useful for taking on big guys: that str4 blitzer with 2 guarding line elves gets a 2 dice block against majority of big guys and he has block skill too.

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Post by Andromidius »

Actually, I'd use the two MA7 Linemen as throwers and backfield safeties.

Sure Hands or Pass for their next skills, depending if you get doubles or not.

~Andromidius

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Post by Grogmir »

Tough choice - tough. Guard might come later but still - having 3 guarders this early on just might help the DEs get over the intial tough period.

I'm split - so that's exactly what I would do. Split em.

I would choose 1 more guard players and have 1 as +MA

I would put him in the backfield and develop him as an intial ball carrier. Sure Hands next - Collecting the ball straight away is always a danger for every team.

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Post by Jural »

On a developed team, I'd take the guard. 3X guard is about what a Dark Elf team needs. And MA is only good when you can use it, which you often won't be with Dark Elves. Remember, once your team develops there are 8 players who are better at handling the ball and will sometimes want to avoid ending turns in tackle zones. That leaves 3-5 line elves who need to get in, get dirty (and get hurt) +MA just doesn't do it for me on the linemen, especially on a 5+5.

BUT, early on the story is different. You are a poor team without your positionals, and a few speedy guys can really change that. I think it's a fine choice, but you may end up retiring them (or not using an apoth on one) in the long run.

For the +STR blitzer, leap is not the right choice. He will get into places he may not be able to get out of. He will go down more. He will be fouled. You will be sad.

Consider for him: Frenzy or Mighty Blow on doubles, Dodge on normal rolls.

Dodge is an awesome hitting skill- you can usually engineer a 2 die block with a 35/36 chance of getting there without using a re-roll. Plus you stay on your feet longer. it's a safe, boring choice, but this piece already has the fun of +1 STR!

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Post by AK_Dave »

I don't recall if/how different the skill mix was in LRB4 compared to LRB5.

Definately a ST4 Blitzer *can* get himself into bad spots using Leap. But the combo of Leap & Strip Ball on a 7/4/4/8 Blodger would be too much for me to pass up on. Not that he has to use Leap all the time, but that when he does it he'll have support and be pretty darn slick at getting the ball.

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Post by DoubleSkulls »

The blitzer I'd give dodge for improved mobility as much as protection. Leap is also a good choice for cage breaking.

On the linemen I think I'd have taken Guard on all three. You won't be outbashed then by many teams for a while and guard gets better when you've plenty of it as it really starts to effect your opponent's turn.

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Post by plasmoid »

For the blitzer, dodge first, leap second.
You need him to stay alive, and you need a strong cage-popper.

Cheers
Martin

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Post by mattgslater »

katadder wrote:...whilst sidestep is really annoying it doesnt make you any more survivable.
Not true. Side Step makes you a lot more survivable by preventing chain blocks. Makes a big difference, especially on the LOS.

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Post by katadder »

dunno, if you still standing preents chain blocks but otherwise dodge makes you more suvivable

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