Dark Elf first season League

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nick_nameless
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Re: Dark Elf first season League

Post by nick_nameless »

El_Jairo wrote: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.
Wrestle, Dodge, Nerves(1...first carrier)/Jump-Up(2....second carrier, receiver of the dumpoff pass) on the runners lets 2 things happen.

First, when someone gets a hit on the runner holding the ball, he makes a dump off pass before he gets hit ( he will get hit. I know people will say"Don't let him get hit". Not realistic), and then he'll have a 5/6 chance to not get thrown to the ground on an even strength block, and a 2/6 chance of your opponent going down. Then on your turn you are up and away. The pursuit of your new ballcarrier by the model that threw the block is limited.

On defense, you have a player that can hang in the backfield and drag down opponents who slip through.

Also, I see a lot of people putting wrestle on the witch elves because they already have jump-up. I prefer that model staying on their feet

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Anglakhel
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Re: Dark Elf first season League

Post by Anglakhel »

I tend to go Wrestle on both Witches and Runners. Witches are built to be perfect Wrestlers and I feel like Block on them is a missed opportunity.

As for the Runners, I don't count on my Runner holding the ball if he gets hit. I always count on the Dump Off. Wrestle helps keep him alive and gives me a chance to take down the Blitzer like the previous poster mentioned. I want to enhance the chances that my Elves control the ball after the Dump Off. Putting the opposing Blitzer down enhances my chances of controlling the ball and reduces the enemies chances of recovering it.

Additionally, I want to keep all my players able to play Offense and Defense. Wrestle turns the Runner into a better Safety. I try to keep him safe in the backfield and ready to take down any Block runaways.

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El_Jairo
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Re: Dark Elf first season League

Post by El_Jairo »

Nice, I hadn't looked at it like that.

It really does make sense because my runner tends to get placed in a safety position anyway on defence.

Now I'm betting heavily on the irritating ability to make the ball almost impossible to be obtained.

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Urb
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Re: Dark Elf first season League

Post by Urb »

I tend to agree atleast one witch needs wrestle. Opens many opportunities. However I really hate leaving a witch laying prone for the easy kick. I wouldn't pass that opportunity up even without any fouling assists. I think one wrestle, stripball and one block, tackle for versatility.

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nick_nameless
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Re: Dark Elf first season League

Post by nick_nameless »

Anglakhel wrote:I tend to go Wrestle on both Witches and Runners. Witches are built to be perfect Wrestlers and I feel like Block on them is a missed opportunity.
I understand and don't necessarily disagree with this concept.

For how I try to use them, I want my witches to get Block, SideStep, Diving Tackle, Tackle, Guard or Mighty Blow on doubles. I like guard and sidestep because it lets the two frenzy pieces support each other, especially when throwing that follow-up block. Mighty Blow is fine, but it's more direct and less strategic.

What I don't like about wrestle on the Witch Elves is that they are a player I am typically using in, around, and near the fray. I don't want them prone on my opponent's turn, waiting to be fouled. Diving Tackle might make them prone, but it will cause a turnover in the process.

On the runner I don't mind them being prone, because on offense they are typically operating behind a screen of my other players OR are deep in the backfield, away from a group of dirty opponents waiting to foul them off the pitch. On defense, they are screening, guarding tackle zones that a player might try to dodge into, and generally not right in the mix.

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Re: Dark Elf first season League

Post by Anglakhel »

Fouling is definitely dangerous for Witches. I try to exercise some caution about where they engage so that I don't leave an easy gang foul, but it's always a risk vs reward calculation.

My Witches do tend to have short and spectacular careers. They're one of my biggest playmakers and I don't hesitate to send them into the fray if I think I have a good chance to stop an opponents drive, or particularly if I think I can create a turnover.

I usually rely on redundancy to make up for the risk. Both Witches become Wracklers ASAP, so if I lose one the other can pick up the slack while I train up a new Rookie. Additionally, I find at both Witches being Wrestlers means I can keep one near midfield while the other engages in the wide zone looking for Crowd Surfs. If the action shifts to e other side, I have the midfield Witch engage on the far side and the current sideline Witch moves back toward the middle.

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Re: Dark Elf first season League

Post by Smeborg »

[quote="Anglakhel"My Witches do tend to have short and spectacular careers. They're one of my biggest playmakers and I don't hesitate to send them into the fray if I think I have a good chance to stop an opponents drive, or particularly if I think I can create a turnover.

I usually rely on redundancy to make up for the risk. Both Witches become Wracklers ASAP, so if I lose one the other can pick up the slack while I train up a new Rookie. Additionally, I find at both Witches being Wrestlers means I can keep one near midfield while the other engages in the wide zone looking for Crowd Surfs. If the action shifts to e other side, I have the midfield Witch engage on the far side and the current sideline Witch moves back toward the middle.[/quote]

I agree with this approach (which is to say it works well for me in practice). Witch Elves are targets and die easily, being AV7 and always in the thick of things. But they are highly effective at just 1 and 2 skills, which more than compensates.

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Re: Dark Elf first season League

Post by Smurf »

3 Catchers is one way.

Get rid of his Thrower, see them pass the ball without one.

If you have the choice of Blitzes smack the Thrower.

You need more tackle to really upset the 'speed' teams

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Re: Dark Elf first season League

Post by El_Jairo »

Hi guys,
I'm back to update on my team. We have just finished our last game vs some CD but got punched quite bad: niggling on the +MA blitzer and -MA for 2 lineelfs, also the one with guard.

Good thing we did win with 2-0 and hopefully that secures my third spot in final ranking and second spot in most scoring team.

Here is the new team:
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I purchased the 5th linemen because he scored the 1-0 right on the buzzer and I felt he earned his spot. It sill leaves me with 50k towards the second Witch.
After that I'm going for the 3rd RR because every half I tend to burn through my RR's in 5 turns.

I would like to hear from you guys that giving my Line-Elf SS is a good idea. I'm thinking of putting him on the nose.

On the other hand we are having an inter-season tourney coming up and it is agility oriented so I was thinking maybe dodge is a better skill because it opens up more possibilities and puts less pressure on my TRRs...

What would you do?

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juck101
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Re: Dark Elf first season League

Post by juck101 »

Hi
Generally im liking DE with just 1 or 2 av7 players in the squad overall. Not too long ago in the past blitzers and linemen were totlly fine and that has not changed. I find 1 we is easier to look after and threaten with than 2. The second starts to be an option for people to gun for and for me one of the stregnths of DE is they have no uber players.

The definition of resilient is block,dodge av8. That's the way I like my DE and if you avoid the fancy bits its a good side. In fact I might suggest if you are taking a kicking that you avoid the WE as they need some support to get near as good as they can be.

My ideal team is something like 8 blodge elfs, 1 with kick, 1or 2 tackle, and as many guard as I can get. That is another reason to get linemen as the gaurd is a simple choice. Runners, we, ass elf all have alternative options which dont often complete the overall synergy of the team compared to some guard. I would also consider Sidestep is the thrid skill for just about anyone with Blodge.

So my side would be roughly

bz1 dodge tackle ss
bz2 dodge ss dt
bz3 dodge ss tackle
bz4 guard ss dt
l1 wrestle dodge ss
l2 wrestle dodge ss
l3 wrestle dodge ss
l4 gaurd block dodge
l5 block dodge guard
l6 kick wrestle
l7 block dodge
w1 wrestle tackle ss
l8 x
l9 x

I like the uniform defense with DE and baring a few freak strengths that is how mine end up roughly.

Hope that helps

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