Dark Elf first season League

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

Ullis
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1630
Joined: Wed Dec 05, 2007 11:31 am
Location: Finland

Re: Dark Elf first season League

Post by Ullis »

Bert wrote:Give your runner NOS, should have been first skill IMO. This gives you so much security with the ball that you can stall and bash. Against that pro elf team if you had that and recieved different game. Have your runner in a loose cage with lots of dumpoff options. Teams cant cover them all, and if they do that means you get to block them. I played this team with 2 runners that would dumpoff to eachother all the way to the endzone. Doing that skills them up fast and you get blodge on them quickly. Lets the rest of your team focus on hitting. With one runner you can dumpoff to somebody then on your turn reset the situation and handoff the ball back to the runner after hes back in the open.
Dumping off the ball to an uncovered elf (without Catch) has a 30% chance of failing even with NoS on the dumper (1/6 to fumble the pass and 1/6 to fluff the catch). That gets even worse if there's an intercept attempt. You can't reroll any of the rolls unless you have skills and you can't afford to start taking skills like Pass and Catch on dark elves. And runners are AV7 so it's better to give them Dodge and Block to keep them from getting knocked down.

Reason: ''
User avatar
Coach Grievous
Experienced
Experienced
Posts: 66
Joined: Wed Jan 19, 2011 3:44 am
Location: Helsinki, Finland

Re: Dark Elf first season League

Post by Coach Grievous »

Ullis wrote:you can't afford to start taking skills like Pass and Catch on dark elves.
I'd like to hear your expanded take on that! I personally don't much care for Catch on elves, but for example building a Passing Runner seems like a very good way to go to me. If the aim is to spam only Blodging Sidesteppers one could argue a Runner isn't even necessary though (what with their AV7), but if you're have Runners.. Anyway, what skills do you see as such priorities to get into the team that a Passing Runner is out of the question?

Reason: ''
Ullis
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1630
Joined: Wed Dec 05, 2007 11:31 am
Location: Finland

Re: Dark Elf first season League

Post by Ullis »

Coach Grievous wrote:I'd like to hear your expanded take on that! I personally don't much care for Catch on elves, but for example building a Passing Runner seems like a very good way to go to me. If the aim is to spam only Blodging Sidesteppers one could argue a Runner isn't even necessary though (what with their AV7), but if you're have Runners.. Anyway, what skills do you see as such priorities to get into the team that a Passing Runner is out of the question?
Wel, if you aim to make a passing runner, then I'd think that it's probably better to take Pass and Accurate first instead of NoS.

Reason: ''
dines
Star Player
Star Player
Posts: 533
Joined: Wed Oct 18, 2006 1:59 pm
Location: Copenhagen, Denmark

Re: Dark Elf first season League

Post by dines »

Im a bit mixed on the runner, if you go blodge on him, then dump off is rather useless as you then take the chance that he aint going down. But on the other hand, if you build him as a real thrower with pass and accurate, then you rather not let him get blitzed because of lacking protective skills... I took the last route with my dark elf team and used him as a more classic thrower most of the time and it worked fine...

Reason: ''
FUMBBL nick: Metalsvinet
User avatar
Bert
Experienced
Experienced
Posts: 111
Joined: Fri Apr 02, 2010 3:08 pm
Location: Calgary

Re: Dark Elf first season League

Post by Bert »

70% completion is a pretty good percentage, considering the number of times you may have to do this(not often) and the fact that it generates spp's on your opponents turn. Your not factoring the playstyle that goes with this, loose cage doesnt mean leaving the runner open to get hit. A failed catch on the dumpoff also means that you controlled where the ball was going and you have your upcoming turn to recover it.

A dumpoff without NOS is accurate in the best situation with a 3+, with NOS 2+. So when its Pass vs NOS, pass is slightly better. But if its more than one player in your tacklezone then NOS beats Pass. Also include that NOS on the other runner will factor into him catching the pass.


Dumpoff with NOS fails 16.6% 2+
Dumpoff with Pass fails 11.1% 3+ with reroll

As for interceptions, getting players into position to cover all of the passing options is extremely difficult if not impossible. Dumpoff/NOS gives a team incredible ball security, defensively if you recover the ball with that runner the opponent is not getting it back. As for the passing runner option, your throwing to blitzers or witchelves. Id sooner do quickpass/dumpoffs than try to be one of the other elf teams.

Its said that Darkelves are a difficult team to play. It can be played like an elf team but its ment to be played different. So before crapping on a skill (with failure percentages) consider the playstyle that goes with using it.

Reason: ''
Makin' gravy without the lumps, Yeah Baby!
User avatar
El_Jairo
Veteran
Veteran
Posts: 260
Joined: Fri Jun 10, 2005 2:31 am

Re: Dark Elf first season League

Post by El_Jairo »

Thanks Bert for bringing this option back to my attention. It is a very good combination with the two runners and I might end up doing this. I was tending towards dodge as it helps his ability move around a lot. Which is great for a ball carrier.
I used to pick that skill as first skill. Since the Leader is only a temporary choice, I might pick NoS first so I don't care that much if he dies but he will get sooner to that dodge skill. The thing is that it would help with his passing game too. True, dodge can improve his running and also his pass position finding a lot.

But back to my main question: should I buy my second witch elf now? Should I buy the Journey with 1 SPP because I only have three regular linemen left, one which has kick, so he can't go on the line.

Personally I incline towards the linemen but I just have heard my CD opponent will miss his 6th Dwarf due MNG/-AV (I hope he won't replace him yet). This would bring his team to the following:
5 CDB, probably only one with guard
2 BC's one with block
4 hobogo's, one with sure hands, block; one with Dodge
+ Zzarg Madeye, he's a rented star (which is a special rule for our league)

This means only 5 players with tackle and only MV4 on them. Which makes me believe I could keep the witch safe from them but would mean I would need to put my Guard lineman or a blitzers LoS.
The latter makes me move more towards a Line Elf, given the fact that there will be a inter season tourney for the team to get some cash. There will be at least three games to play and maybe semi- and finals.

Reason: ''
Image
User avatar
Bert
Experienced
Experienced
Posts: 111
Joined: Fri Apr 02, 2010 3:08 pm
Location: Calgary

Re: Dark Elf first season League

Post by Bert »

Im with voyagers on this one. Wait this game out then get her. Five tackle is still enough to cover the field and the WE are a juicy target with no block and AV 7. You could gamble on it if you wanted to but youd be distracted by protecting her.

Given the fact that you know who your against id just save your cash and buy the WE after the game. As it is you get 2 free journeymen that can be linefodder for you. And if you wanna try the 2 runner approach get him after the witch.

Reason: ''
Makin' gravy without the lumps, Yeah Baby!
User avatar
El_Jairo
Veteran
Veteran
Posts: 260
Joined: Fri Jun 10, 2005 2:31 am

Re: Dark Elf first season League

Post by El_Jairo »

Ok, I have bitten the bullet.
It will be NoS on the runner and I will buy me now a 4th Linemen. I have always felt that a good Dark Elf team needs skilled Linemen, so getting one now will enhance my chances to it, and he'll have 1 SPP to boot! :D
Another argument is that playing with 3 Journeymen can really break the game, I will end up relying on one of them to make a play and I don't want a Loner Linemen to f*** things up.

The fact that we have an inter-season tourney coming up ensures me of at least three more games and thus the new Witch Elf. I this time I have some luck on the cash side maybe even the second runner.

I'm very curious how the last game of this season will go, I'm looking forward for my luck to turn.

I'll keep you guys posted.
Latest Team Roster is here:
Image

Uploaded with ImageShack.us

Reason: ''
Image
User avatar
Bert
Experienced
Experienced
Posts: 111
Joined: Fri Apr 02, 2010 3:08 pm
Location: Calgary

Re: Dark Elf first season League

Post by Bert »

Sound decisions El_Jairo. One question, does your league random the MVP? Just wondering if your journeymen have a chance of getting them. Sucks not having cash to buy them if it happens :( That would be the only thing that I would worry about, suppose it is a gamble thats the same as using journeymen.

Reason: ''
Makin' gravy without the lumps, Yeah Baby!
User avatar
El_Jairo
Veteran
Veteran
Posts: 260
Joined: Fri Jun 10, 2005 2:31 am

Re: Dark Elf first season League

Post by El_Jairo »

Yes we have a random MVP system. I never played otherwise.
What is the other way? Have you or your opponent choose? That sound a little unfair to me; unfair to the randomness of what Blood Bowl is.

But indeed, it's always good to keep the MVP on the team.

Reason: ''
Image
Wanchor
Emerging Star
Emerging Star
Posts: 343
Joined: Thu Jul 09, 2009 4:51 pm

Re: Dark Elf first season League

Post by Wanchor »

El_Jairo wrote:Yes we have a random MVP system. I never played otherwise.
What is the other way? Have you or your opponent choose? That sound a little unfair to me; unfair to the randomness of what Blood Bowl is.

But indeed, it's always good to keep the MVP on the team.
In my league, MVPs are nominated based on performance and agreed to by the opposing coach. This tends to farm up players who already earn a fair deal, but sometimes goes to players who made plays despite the odds, fouled out the enemy big guy, etc. Kills are also usually a big shortcut to an extra five SPP.

Reason: ''
User avatar
Bert
Experienced
Experienced
Posts: 111
Joined: Fri Apr 02, 2010 3:08 pm
Location: Calgary

Re: Dark Elf first season League

Post by Bert »

El_Jairo wrote:Yes we have a random MVP system. I never played otherwise.
What is the other way? Have you or your opponent choose? That sound a little unfair to me; unfair to the randomness of what Blood Bowl is.

But indeed, it's always good to keep the MVP on the team.
Wanchor beat me to it but some leagues do MVP different. Mine runs the random and most do, but some dont. Like I said having the MVP go to a journey sucks even more so for elf teams who can quick pass the linemen to a skill up. Something to keep in mind thats all :D

Reason: ''
Makin' gravy without the lumps, Yeah Baby!
User avatar
mattgslater
King of Comedy
Posts: 7758
Joined: Thu Dec 15, 2005 5:18 pm
Location: Far to the west, across the great desert, in the fabled Land of Comedy

Re: Dark Elf first season League

Post by mattgslater »

Dark Elf linemen can be built into very good pieces. Just build them to live, and don't get creative with the first five. I often start High Elf teams with 8 Linemen, and they tend to keep 6 or even 7 if one of them builds into a specialist. It's not like Assassins and Runners are too good a bargain to pass up.

Here's my thinking. When you're man-down, everything is harder. Every time you set up your defense, your rookie lineman or Journeyman will usually get taken out, knocked down, pinned down, or washed out of the play. Dodge, Side Step, Wrestle, Block and Fend (in roughly that order) all reduce the odds of one or more of those things happening. Block and Dodge (and sometimes Wrestle) will also increase the chances of wasting opposing actions. Block, Dodge and Wrestle, of course, have other uses.

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.
nick_nameless
Emerging Star
Emerging Star
Posts: 364
Joined: Wed Nov 17, 2010 3:41 pm

Re: Dark Elf first season League

Post by nick_nameless »

I have a DE team that has taken Block as a first skill pretty much everywhere on the lineman. On player got a move boost, and I took guard on a doubles, but I am probably going to cut the move boost player as soon as I have enough money to replace him with a Blitzer.

They'll all get dodge second, except the guard guy who will get block, or unless someone rolls a doubles.

The team is doing really well. I try to spread the TD love around, and the players on the team are developing evenly. By the time I have a stack of Blodging, sidestepping linemen, other teams in the open (challenge) league that this team plays are are going to have a tough time with them.

Block first on the linemen IMO because They are going to get hit and the other team is going to follow up. Dodging out is not going to be an option as the linemen get corralled, so I'd rather be able to hit back if I need to.

Runners get Wrestle/nerves/dodge in some order. I went nerves first on one, probably will go wrestle first on the next one.

I went block on the witch elf. I know there is synergy there with Wrestle/jump-up, but I want her on her feet as much as possible. I'll be giving them diving tackle eventually.

If I take a third wrestle piece, it will be an assassin.

Obviously Block is not the first skill chosen on the blitzers...who are getting Dodge, then SS.

Reason: ''
User avatar
El_Jairo
Veteran
Veteran
Posts: 260
Joined: Fri Jun 10, 2005 2:31 am

Re: Dark Elf first season League

Post by El_Jairo »

Cheers Nameless for your input.

I can understand what you are talking about but I do prefer a fair mix of Dodge, Block and Wrestle on my linemen. I tend to be dodging with them to get away from the opponent or to lend an assist somewhere else.

I don't really understand the logic of Wrestle on Runners. Those will be the typical players holding the ball, right? So ball handling skills would be nice for them.

That's why I want wrestle on my WE or Linemen.
My plan for WE is: Wrestle, SS, Tackle/DT so they can be counted on to either get someone down or lock them down. Sure block works better for them holding the ball but I have that in mind for my runners or blitzers.

Reason: ''
Image
Post Reply