Building your Blitzers depends on how many doubles you roll. For me, I'd always go for Dodge first, then Side Step and always Guard if you roll a double. Don't be distracted by a 2nd double (for Mighty Blow) until you have the previous three skills.ombwiri wrote:Hey i might ask for my own help here. I've got a new (2 games) Dark Elf Team and am trying to plan my progression.
I currently have 4 Blitzers 2xDodge 1xGuard 1x-1MV a Runner NoS and 6 Linemen 1xKick
I'm playing a 101 Zig on defence and once I get the cash I'm planning on getting 2 WE and another Runner.
I think my ideal set up will be 3xLineelves on the line then WE, B, B, WE and then on the back row B, R, L, B
I'm trying to think of a way of developing those back row blitzers into safeties that will survive the first turn. They will get Dodge and SS as their first skills but then what? Tackle seems like a good choice to stop catchers sneaking past, but I'd love to make more use of Shadowing and Diving Tackle.
I think I'll try to make the centre back row players Runner and lineman with kick into pass blockers but is that a waste of a skill?
If by lvl 4 you haven't rolled a double, you can diversify your Side-Stepping Blodger. Possible choices are Diving Tackle, Strip Ball, Tackle, Jump Up, ...
Then use those Blitzers to protect your Witch Elves and/or Runner in your defensive setup. Even though they probably have Dodge and/or Block/Wrestle, you don't want them to take the first hit in a blitz (probably by a piece with Tackle, Mighty Blow, ...).
So 3 Linemen on the LoS, then 2nd line B, B, B, B and somewhere 3rd line your WE's, R's or L kicker.
Your idea to build safeties is fine, but Witch Elves are better suited for it, IMHO. Give then Block or Wrestle first, Side Step, Tackle/Diving Tackle.