Experienced DE team development
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Experienced DE team development
I'm playing Dark Elves for a first time in our league and doing somewhat well (5 wins, 3 ties). My team has also progressed nicely. Now I'm wondering is there something my team is severely lacking.
Dark Elf Assassin Dodge, 7 spp 110000
Dark Elf Runner Leader, +AG 19 spp 140000
Witch Elf +MA 13 spp 140000
Witch Elf Wrestle 9 spp 130000
Dark Elf Blitzer Dodge 11 spp 120000
Dark Elf Blitzer Mighty Blow 13 spp 130000
Dark Elf Blitzer +AG , Dodge 18 spp 160000
Dark Elf Blitzer Dodge, +ST , Side Step 31 spp 190000
Dark Elf Lineman Guard 7 spp 100000
Dark Elf Lineman 3 spp 70000
Dark Elf Lineman Block , -AV 8 spp 90000
Dark Elf Lineman Kick 7 spp 90000
Dark Elf Lineman -AG, -MA 1 spp 70000
Dark Elf Lineman 1 spp 70000
3 RR, apo, FF 6
Team Value 1870k
I'm keeping that one severely injured line to just throw into the LoS and take hit as long as I keep facing bash teams. As with Elves I can throw the ball for free and score with almost any player I'm pretty free to choose who to get next advances. Any suggestions?
Dark Elf Assassin Dodge, 7 spp 110000
Dark Elf Runner Leader, +AG 19 spp 140000
Witch Elf +MA 13 spp 140000
Witch Elf Wrestle 9 spp 130000
Dark Elf Blitzer Dodge 11 spp 120000
Dark Elf Blitzer Mighty Blow 13 spp 130000
Dark Elf Blitzer +AG , Dodge 18 spp 160000
Dark Elf Blitzer Dodge, +ST , Side Step 31 spp 190000
Dark Elf Lineman Guard 7 spp 100000
Dark Elf Lineman 3 spp 70000
Dark Elf Lineman Block , -AV 8 spp 90000
Dark Elf Lineman Kick 7 spp 90000
Dark Elf Lineman -AG, -MA 1 spp 70000
Dark Elf Lineman 1 spp 70000
3 RR, apo, FF 6
Team Value 1870k
I'm keeping that one severely injured line to just throw into the LoS and take hit as long as I keep facing bash teams. As with Elves I can throw the ball for free and score with almost any player I'm pretty free to choose who to get next advances. Any suggestions?
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- mattgslater's court jester
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Re: Experienced DE team development
What teams are you up against.
I would load your line up with more wrestle. Watching players go down helps you exploit gaps in their defence.
I'm suprised to see a wrestle WElf, I know this is a common idea but putting your player on the ground can be dangerous. My idea would be to load up with 6 blodgers and line with wrestle. Work the assassin a bit more, if he gets multistab he is really hard, maybe go for another one as well... of course the trick is not to over use them and use them when you have to. The second runner would help as well.
I'd ditch the busted Lino, he may absorb MVP, which would push him up but it is rewarding a guy that just gets his arse kicked game in game out. Otherwise take his MVP and give him wrestle to be that extra annoying.
I would load your line up with more wrestle. Watching players go down helps you exploit gaps in their defence.
I'm suprised to see a wrestle WElf, I know this is a common idea but putting your player on the ground can be dangerous. My idea would be to load up with 6 blodgers and line with wrestle. Work the assassin a bit more, if he gets multistab he is really hard, maybe go for another one as well... of course the trick is not to over use them and use them when you have to. The second runner would help as well.
I'd ditch the busted Lino, he may absorb MVP, which would push him up but it is rewarding a guy that just gets his arse kicked game in game out. Otherwise take his MVP and give him wrestle to be that extra annoying.
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The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
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Re: Experienced DE team development
I think the teams that make it into the playoffs are Chaos Dwarfs, Humans, Necromantic, Undead, Chaos Marauders, Skaven and Orcs... or at least most of those. So pretty bashy.Smurf wrote:What teams are you up against.
More Wrestle on linemen is a good option. Might need to try get those next. So far I've just put the expendable players on LoS.
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Re: Experienced DE team development
I would start to get some side step on the blitzers especially and fire that handicapped lineman. I would also focus on skilling the guard lineman up with blodge asap. He needs protection and dodge so you can place him where needed.
Another assassin seems like a waste with those opponents.
Another assassin seems like a waste with those opponents.
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FUMBBL nick: Metalsvinet
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Re: Experienced DE team development
Some good advice here so far - I do like the team progression so far.
I'd fire the busted lineman. If he had either -AG or -MA, I'd keep him around for LOS duty but not with both. There may come a time when you need him to do something important and those missing stats will hurt your chances. Better to dump him and get a fresh lineman for the exact same TV.
I like wrestle on the witch elf, but I'd probably give the +MA one block. As the fastest person on your team, I'd want her being able to stay on her feet.
As pointed out, i'd definitely try and score with the guard linesman. He does need protection. I'd take Dodge first if not many teams are picking tackle (it's very useful being able to reposition him), otherwise block to keep him on his feet.
Apart from that, I'd be quite happy with the development of the other players if it were my team - probably trying to score with linemen and get a few wrestle. I wouldn't bother getting another assassin. With so many bash teams, I'm not sure I'd even get another runner.
I'd fire the busted lineman. If he had either -AG or -MA, I'd keep him around for LOS duty but not with both. There may come a time when you need him to do something important and those missing stats will hurt your chances. Better to dump him and get a fresh lineman for the exact same TV.
I like wrestle on the witch elf, but I'd probably give the +MA one block. As the fastest person on your team, I'd want her being able to stay on her feet.
As pointed out, i'd definitely try and score with the guard linesman. He does need protection. I'd take Dodge first if not many teams are picking tackle (it's very useful being able to reposition him), otherwise block to keep him on his feet.
Apart from that, I'd be quite happy with the development of the other players if it were my team - probably trying to score with linemen and get a few wrestle. I wouldn't bother getting another assassin. With so many bash teams, I'm not sure I'd even get another runner.
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- mattgslater
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Re: Experienced DE team development
Wrestle or Side Step on the Linemen (Side Step is a surprisingly good survival skill on the LOS), otherwise keep on trucking.
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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.
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.
- TheDoctor
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Re: Experienced DE team development
How about putting Dauntless on a Blitzer or a Lineman with Block to take down all those Black Orcs, Chaos Warriors, Flesh Golems etc.?
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- Khail
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Re: Experienced DE team development
I would start investing in sidestep heavily. I can't imagine trying to fight a bash heavy schedule without it.
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Re: Experienced DE team development
Hey guys, just wanted some thoughts on a high TV dark elf team that I have in an online private league. The team has played 5 seasons (45 games) and currently looks like this:
Blitzer: Dodge, SS, Strip Ball, Guard and Grab 92 spp
Blitzer: Dodge, Catch, +Ag, Pass Block and Leap 81 spp
Blitzer: Dodge, Tackle, SS, Diving Tackle (-Ag) 73 spp
Blitzer: Guard, Dodge, SS, Tackle 54 spp
Runner: Pass, Block and Accurate 40 spp
Witch Elf: Wrestle, Tackle, Mighty Blow and SS 71 spp
Witch Elf: Block and Juggernaut 25 spp
Lineman: Guard and Kick 18 spp
Lineman: Wrestle and Dauntless 21 spp
Lineman: Dodge 6 spp
Lineman: 5 spp
Lineman: 0 spp
5 RR, apo, FF 8
Team Value 2150k
280K in the Treasury
Next season will probably see quite a few bashy teams in my division at various TV levels (some stronger and some weaker). I'm thinking about taking another rookie lineman in order to have 13 players. I've had a lot of linemen die over the seasons, which is why the current crew are all quite low level when compared to the positional players. I don't think this is such a bad thing really, as it's meant that the positional players have been able to develop nicely. I'm thinking about trying Block as the first skill on the next couple of rookies, as I normally take either Dodge or Wrestle first and want to experiment a bit with that. Also thinking of giving SS to the Dodge lino if he levels again in order to make him the nose player on the LOS.
I've kept the DT blitzer even though he lost a point of agility and have been happy with his performances since. He is not such an offensive threat any more, but is still great for marking players and harassing cages. He is close to getting a fifth skill and MB would be nice for him if he finally rolls a double. If not then I'd probably choose either Dauntless, Shadowing or Jump Up. Not sure which would enhance his role more though.
The Wrackle witch has been my most effective killer racking up 9 CAS in her last 8 games. She is close to another skill and the obvious choice on a double would be PO for maxing out her killing ability. Failing that I can't see anything more useful than Sure Feet, as she blitzes a lot and occasionally has to make key blitzes that involve 1 or 2 GFIs. Dauntless is an option, but she rolls enough dice as it is.
The Juggs witch will probably take SS and DT as her next two skills barring any funny rolls.
The runner is the main ball carrier (I recently fired a 4 skill runner with -2 MA) and pairs very nicely with the agile Catching blitzer for dump offs when things go wrong. On a regular roll I think I'd go with Sure Hands and Strong Arm on a double for him next. I don't think I'll buy the second runner back unless this guy gets injured.
Any thoughts about prospective development or skill combos would be appreciated.
Blitzer: Dodge, SS, Strip Ball, Guard and Grab 92 spp
Blitzer: Dodge, Catch, +Ag, Pass Block and Leap 81 spp
Blitzer: Dodge, Tackle, SS, Diving Tackle (-Ag) 73 spp
Blitzer: Guard, Dodge, SS, Tackle 54 spp
Runner: Pass, Block and Accurate 40 spp
Witch Elf: Wrestle, Tackle, Mighty Blow and SS 71 spp
Witch Elf: Block and Juggernaut 25 spp
Lineman: Guard and Kick 18 spp
Lineman: Wrestle and Dauntless 21 spp
Lineman: Dodge 6 spp
Lineman: 5 spp
Lineman: 0 spp
5 RR, apo, FF 8
Team Value 2150k
280K in the Treasury
Next season will probably see quite a few bashy teams in my division at various TV levels (some stronger and some weaker). I'm thinking about taking another rookie lineman in order to have 13 players. I've had a lot of linemen die over the seasons, which is why the current crew are all quite low level when compared to the positional players. I don't think this is such a bad thing really, as it's meant that the positional players have been able to develop nicely. I'm thinking about trying Block as the first skill on the next couple of rookies, as I normally take either Dodge or Wrestle first and want to experiment a bit with that. Also thinking of giving SS to the Dodge lino if he levels again in order to make him the nose player on the LOS.
I've kept the DT blitzer even though he lost a point of agility and have been happy with his performances since. He is not such an offensive threat any more, but is still great for marking players and harassing cages. He is close to getting a fifth skill and MB would be nice for him if he finally rolls a double. If not then I'd probably choose either Dauntless, Shadowing or Jump Up. Not sure which would enhance his role more though.
The Wrackle witch has been my most effective killer racking up 9 CAS in her last 8 games. She is close to another skill and the obvious choice on a double would be PO for maxing out her killing ability. Failing that I can't see anything more useful than Sure Feet, as she blitzes a lot and occasionally has to make key blitzes that involve 1 or 2 GFIs. Dauntless is an option, but she rolls enough dice as it is.
The Juggs witch will probably take SS and DT as her next two skills barring any funny rolls.
The runner is the main ball carrier (I recently fired a 4 skill runner with -2 MA) and pairs very nicely with the agile Catching blitzer for dump offs when things go wrong. On a regular roll I think I'd go with Sure Hands and Strong Arm on a double for him next. I don't think I'll buy the second runner back unless this guy gets injured.
Any thoughts about prospective development or skill combos would be appreciated.
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Re: Experienced DE team development
Nice team there with some interesting skill picks. How do you like grab on that blitzer?
Personally I wouldn't have taken catch on a dark elf, but if you let your runner get blitzed it might be useful..
I would definately get more players, 13 or 14 depending on the opponents.
Do you use all your rerolls? I've been pretty satisfied with only 3 for most games. If your not using them, it might be worthwile to just scrap one or two to lower TV.
I really like dodge on the runner, I've seen opponents rather try to mark my runner than letting him dump off.
Definately SS on the jugger witch, I guess you use her a lot for crowdpushing..
Personally I wouldn't have taken catch on a dark elf, but if you let your runner get blitzed it might be useful..
I would definately get more players, 13 or 14 depending on the opponents.
Do you use all your rerolls? I've been pretty satisfied with only 3 for most games. If your not using them, it might be worthwile to just scrap one or two to lower TV.
I really like dodge on the runner, I've seen opponents rather try to mark my runner than letting him dump off.
Definately SS on the jugger witch, I guess you use her a lot for crowdpushing..
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FUMBBL nick: Metalsvinet
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Re: Experienced DE team development
Thanks for your feedback! I am liking having Grab on a mobile player in general. It doesn't come into play a lot, but it can make a big difference in certain key situations. It is obviously great near the sidelines when my witches are in close proximity, but is also very useful against agile team that try and clog your running lanes with their side-steppers.dines wrote:Nice team there with some interesting skill picks. How do you like grab on that blitzer?
Not many people take Catch on a dark elf team, but I often find there is room for it on 1 blitzer. I don't let my runner get blitzed on purpose most of the time, but occasionally things don't work out like you plan them and your runner can get exposed due to an early turnover, or good defensive play by the opponent. The Catch player is great to have near him then (especially this one with +Ag and Leap for escaping from trouble next turn). I also like having a Pass Blocker or two on a delf team, especially for locking down desperation passing plays that bashy teams sometimes end up going for when their running game stalls.dines wrote:Personally I wouldn't have taken catch on a dark elf, but if you let your runner get blitzed it might be useful..
There are games when I will only use 2 or 3 re-rolls a half, but there are others where I end up using all 5. Last season I was giving away quite a bit in inducements to a few teams and having 5 re-rolls also makes the chef a poor inducement choice against me. With only 3 re-rolls the chef can be devastating. I also like the option to be able to take more risks if I need to because of the extra couple of re-rolls.dines wrote:Do you use all your rerolls? I've been pretty satisfied with only 3 for most games. If your not using them, it might be worthwile to just scrap one or two to lower TV.
Normally I consider Dodge as an early skill on my runners, but at high TV I find it loses quite a bit of value for some players like the runner. I like having other re-roll skills (Pass and Sure Hands) for the main ball handling runner before Dodge and I generally aim to always have a TRR available when I have to dodge with him.dines wrote:I really like dodge on the runner, I've seen opponents rather try to mark my runner than letting him dump off.
Yes, she is a good surfer, but also will probably be facing quite a few Chaos teams with various Stand Firm players next season, so it is very useful to have a Juggernaut / Frenzy player in the squad to counter that too.dines wrote:Definately SS on the jugger witch, I guess you use her a lot for crowdpushing..
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- Corvidius
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Re: Experienced DE team development
How about Dauntless on the Juggernaut Witch? Could combine well against those pesky Strength 4+ guys.
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Re: Experienced DE team development
Yeah it does make sense at some stage, but I would prioritize SS first though.Corvidius wrote:How about Dauntless on the Juggernaut Witch? Could combine well against those pesky Strength 4+ guys.
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- mattgslater
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Re: Experienced DE team development
Looking good.
Do you have any good elf-based Grab line-chains? I find that even less reliable Frenzy chains work really well against softer teams. That 2d opening Grab isn't the strongest thing in the world, but if you're not married to the tactic a pow isn't chopped liver, and it is pretty safe.
Do you have any good elf-based Grab line-chains? I find that even less reliable Frenzy chains work really well against softer teams. That 2d opening Grab isn't the strongest thing in the world, but if you're not married to the tactic a pow isn't chopped liver, and it is pretty safe.
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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.
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: Experienced DE team development
I haven't tried that tactic yet, but have read some of your threads that mention it, so will probably give it a go sometime. Also potentially useful for engineering 1 turn scores, although that would obviously be easier if I manage to get an MA 8 player at some stage.
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