Dark Elf Skills and Purchases

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Joemanji
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Re: Dark Elf Skills and Purchases

Post by Joemanji »

Asperon Thorn wrote:Skill Progression:
"Option" runner. (the one that takes hits.)
Nerves of steel
Accurate
Block (or dodge)
Pass
I disagree. Pass is better than NoS IMO. In one TZ you will get the Dump Off to work 89% rather than 83%, plus it is a lot more useful in open play. You will pass the ball normally ten times for every time that you use Dump Off. If you are in two TZs you are looking at 75% rather than 83% with NoS, but in this case you are probably in a lot of other trouble (i.e. your potential receivers will be tagged too).

Taking Accurate next follows similar logic.

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Re: Dark Elf Skills and Purchases

Post by Asperon Thorn »

I assume at least two tacklezones when my runner is getting hit. (assister and blitzer) I don't think that necessarily follows that I am in trouble.

When I am defending against a player with Dump off I will mark as many TZ's as possible before the blitz because I know if he gets that off, I probably won't have a second shot at it this turn. That is why I go with NOS to remove that variable early.

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Looking for Fair and Balanced Playtesting of the DE Runner 7347 Surehands G,A,Pa 90K - Outdated and done.
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Re: Dark Elf Skills and Purchases

Post by Joemanji »

NoS is worse in 1 TZ and only a little better in 2 TZs. However, it is utterly pointless unless your ball carrier gets hit. Pass is hugely more valuable to the team overall. Planning just for calamity is suboptimal IMO, because as I mentioned Pass + Accurate is almost as effective. Your suggested path of NoS + Acc is actually worse than my Pass + Acc in 2TZs.

Besides, the way to shut down Dump Off is to tag the receiver(s) and force a non-rerollable 3 or 4up catch.

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Re: Dark Elf Skills and Purchases

Post by Asperon Thorn »

Well. . . maybe. But I don't do a whole lot of other passing. So I think it becomes a stylistic question at this point.

My runner's build is planned for calaminity, for everything else, I just rely on him being an elf :-p

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Looking for Fair and Balanced Playtesting of the DE Runner 7347 Surehands G,A,Pa 90K - Outdated and done.
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Joemanji
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Re: Dark Elf Skills and Purchases

Post by Joemanji »

That's fair enough, comes down to taste I guess. I love passing with my Runner: leave him deep on his own knowing I can distribute to anyone when I want to make a move.

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Re: Dark Elf Skills and Purchases

Post by mattgslater »

I'm with Joe on this one. I used to really like the idea of Nerves on Runners, but it's never as cool as it looks. There are uses for it that don't involve him getting blitzed, and uses that Pass is no good for (like catching), but I'd only take it if I already had Pass, and maybe Leap.

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Re: Dark Elf Skills and Purchases

Post by Carnis »

Btw I wonder why nobody ever mentions Blodge/pass/safe throw in conjunction with the dump off skill / DE-runner.

To me it seems a match made in heaven almost.. You either punt it, or keep it by using Safe throw's ability, or fail horribly by rolling double-1s. This combined with a catch/blodge blitzer would seem like a pretty solid defence against the most stubborn opposition. Safethrow also eliminates the pesky intercept AND is useful also when not dumping off.

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Re: Dark Elf Skills and Purchases

Post by stashman »

I use the "dump-off" tactics.


Runner: Block, Dodge, NoS, Pass, +AV

Blitzer: Dodge, Catch, Side Step, Guard, Tackle


Great combo :lol:

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Re: Dark Elf Skills and Purchases

Post by Master Wang »

Lots of food for thought in this thread now. I may take one just to try out one of the builds. I like the idea of having him as a thrower, though so far I haven't really needed one given the way my offense has been running. The more runner-like builds sound good as well so will ho and hum some more.

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Re: Dark Elf Skills and Purchases

Post by Smeborg »

Let me add that I think the most annoying D-Off players (as an opponent) are on the HE team, not DE. That's because HE Throwers have a better start (2 relevant passing skills instead of 1), as well as having AV8 (better if you are planning to be hit). HE Throwers also skill up faster.

For my part, I have found that I do not need to expose the DE Runner to attack, except when well caged (say 4-cornered standard cage with 2 Guards). This leads to a common situation where it may be better odds to take the incoming Bltz than to make the D-Off (it depends on the skills of the blitzer, the tackle zones on potential receivers, and whether your opponent has a re-roll remaining for that turn). I recognise that a well-built D-Off Runner would be very annoying to play against (while still alive), but I have not found the reason to make this build (because the DE offense is just fine without it). I am more concerned to protect the DE Runner on defense, and to increase his mobility as a genuine Runner (with Dodge).

All the best.

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Re: Dark Elf Skills and Purchases

Post by Joemanji »

As Smeborg implies, the Runner's MA7 is a much greater asset than his Dump Off skill.

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Re: Dark Elf Skills and Purchases

Post by Smeborg »

Joemanji wrote:As Smeborg implies, the Runner's MA7 is a much greater asset than his Dump Off skill.
Agreed, but it is offset by his AV7, which is a liability on defense. The DEs, like the Skaven, or the Humies, have the recurrent problem of running out of Linemen during the game, having to put a Blitzer on the defensive LoS at times. That is why I am inclining towards 1 Runner rather than 2, to free up a roster slot for a Lino. I see the main value of the Runner as being his role as Leader caddy, his other strengths (MA7, D-Off) being minor. A doubles roll on a Lino is too good to waste on Leader, Guard being what you need most. So I may try the following next season:

2 Witches
4 Blitzers
1 Runner (with Leader as first skill)
7 Linos (one of them with Kick as first skill)
3 Re-rolls
Apoth
Underlying TV: 139

This is on the expensive side, but I feel 13 players is not enough (especially allowing for MNGs, of which I seem to get plenty). If 1 or 2 Linos get Guard, you are still left with only 4 or 5 "genuine" Linos. Another consideration is that you can hide a maximum of 3 AV7 players when setting up your defense - 2 Witches and 1 Runner feels right. DEs seem to like long defensive drives, they can be quite resourceful at these times, I think you have to build the roster with sufficient "grunt" to go the distance.

Hope that helps.

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Re: Dark Elf Skills and Purchases

Post by mattgslater »

What I love about Dark Elves is that they have:

0-6 really good bargain positionals
0-16 linemen who are solid players and develop well, even if they aren't the best at line-duty
0-4 unique players, even if they aren't a great bargain

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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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Re: Dark Elf Skills and Purchases

Post by Smeborg »

mattgslater wrote:What I love about Dark Elves is that they have:

0-6 really good bargain positionals
0-16 linemen who are solid players and develop well, even if they aren't the best at line-duty
0-4 unique players, even if they aren't a great bargain
What I love about DEs is:

- They are an AG4 team with no active ball movement skills (unique).
- They are relatively hitty (4x starting Block, 2x Frenzy).
- They aspire to play the bash game, whether or not they are good at it.
- They rely on being generally resourceful (other AG4 teams are more surgical).
- Their strengths are neatly balanced by cost.

All the best.

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Re: Dark Elf Skills and Purchases

Post by dr. evil »

What I love about Dark Elves is that:
- they are AG4 but can bash a little
- the runners are a great value at 80k
- their play style is more flexible than other elf teams
- the frenzy skill helps to narrow the field and keeps all your player closer to the action on defence

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