High Elf inducements
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High Elf inducements
I am playing a High Elf team in a league with both new teams and experienced teams and my first match against Lizzie's gave me a 2-1 win and a AG+ on a catcher but cost me two dead lineelves and my next match is against one of the more developed teams. A Chaos team with 1700 team value so with my to journeymen I get approx. 650-700 k in inducements. How would you use it? Eldril+???
My team has 2 blitzers 2 Catchers 1 Thrower and 2 rr atm...
My team has 2 blitzers 2 Catchers 1 Thrower and 2 rr atm...
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- DoubleSkulls
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Re: High Elf inducements
Depends... if you care more about keeping your team intact for the next game, winning this one or hurting him as much as possible?
I'd take a wizard though, because that ought to enable you to smash the cage at least once.
I'd take a wizard though, because that ought to enable you to smash the cage at least once.
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Ian 'Double Skulls' Williams
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Re: High Elf inducements
Eldril, Moranion and a Wizard is probably a nice mix to make sure you win.
A Reroll helps too, and is suitably expensive, but if you're worried about survival you could take an apo for the last of the money instead.
A Reroll helps too, and is suitably expensive, but if you're worried about survival you could take an apo for the last of the money instead.
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Re: High Elf inducements
Yeah, I'd go Eldril, Moranion and a Wizard too. I think babes would be better than an extra APO to be honest - have you got any players you'd really be sick to lose yet?
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Re: High Elf inducements
A Merc Thrower with Leader is worth considering.
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Smeborg the Fleshless
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Re: High Elf inducements
I'd probably consider Team Training and a Bloodweiser Babe instead of a merc leader thrower (if all my foggy math is right, the merc leader clocks in around 160,000). While an extra body will be nice, you don't want the merc thrower to get taken off the pitch before you get that Leader reroll in both halves, but you also don't want to do any ball handling with him because of his lack of Sure Hands or Catch and the Loner trait. The Bloodweiser Babe also will likely gain you a player or two back during the game, so it's like a pseudo-extra body the merc would bring.Smeborg wrote:A Merc Thrower with Leader is worth considering.
Since your opponent is "only" at 170, odds are he won't have too many super killer pieces yet (maybe a handful of pieces with Block/MB, perhaps a little Claw). Given that, I'd play aggressively for the win and take:
Moranion: 230
Eldril: 200
Wizard: 150
Team Training: 100
TOTAL: 680k
The TT will (hopefull) prevent one turn over each half, making it less likely you'll get stuck in a position where a bunch of your pieces are still marked by a bunch of his. This may go a long way in protecting your team.
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Re: High Elf inducements
I took 1 wizard, Eldril, Halfling Chef and 1 apo as that was exactly the amount I had to spend when we looked closer at it. The Wizard failed, the chef took 3 out of 6 rerolls and the apo was used t keep my AG5 Catcher in the game. Eldril was amazing and he and a BLITZ gave me a 2-0 lead at halftime. The other half was rough though since Eldril and two other players was CASed in round 9 and at the finish it was only an unlucky double-1's on the last go-for-it in turn 16 that gave my four remaining players a lucky win.
Next match will be against an experienced coach with a two games old nurgle team. I know I shall stay away from the beast and try to take out his pestigor(s) if possible. Any other tips?
Next match will be against an experienced coach with a two games old nurgle team. I know I shall stay away from the beast and try to take out his pestigor(s) if possible. Any other tips?
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Re: High Elf inducements
Lacking pestigors to strike, rotters are your targets of choice. (Because they have neither foul appearance or regen, they are easier to remove)
If the beast doesn't have block/stand firm, it can often be easier to take a 2d against (with reroll) to push/wrestle/block him away instead of trying to dodge.
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In the future, I'd point out that usually the halfling chef is only worth it for halflings.. (3/6 is the average result you should expect)
If the beast doesn't have block/stand firm, it can often be easier to take a 2d against (with reroll) to push/wrestle/block him away instead of trying to dodge.
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In the future, I'd point out that usually the halfling chef is only worth it for halflings.. (3/6 is the average result you should expect)
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- RogueThirteen
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Re: High Elf inducements
I would try to score early and often. Nurgle are BOTH slow AND poor at handling the ball. Often, they will try and play for a 1-0 grind win, so if you can score twice during the game it's very difficult for a Nurgle team to keep even. Play a high-pressure offense and try to capitalize immediately on any turnovers or bad positioning in an attempt to get that defensive touchdown.
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Re: High Elf inducements
I won the game against Nurgle with a 1-0 result (third victory in three matches so far) and was lucky not to get any players smashed to bits so now I have 10 players (1 Thrower, 2 Blitzers (both with dodge), 3 Catchers (1 with AG+) and 4 Lineman (1 with kick) and 3 rerolls and next match is against a two season old human team so once again I will get plenty of inducements and since the coach isn't the greatest (at least not the two earlier matches I've played against him that was easy wins) I am thinking about what to take. I will probably get 500-600 k of inducements and I am thinking about what inducements will help me win the match AND help me develop the team the most...
Any suggestions?
Any suggestions?
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- Jeremiah Kool
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Re: High Elf inducements
Agreed. I remember a game were the chef did absolutely nothing for me in the whole game. Never again.Nikolai II wrote: In the future, I'd point out that usually the halfling chef is only worth it for halflings.. (3/6 is the average result you should expect)
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Re: High Elf inducements
Four matches in I have won my first four matches but it's been tight matches all of them.
My team is like the following:
Catcher with AG+ and after the last match a normal skill-up
2 Catchers without skillups
1 Thrower with a normal skillup (Accurate or Sure Hands?)
2 Blitzers with Dodge
1 Lineman with Kick
1 Lineman who just rolled DOUBLE (My first thought was Guard)
1 Lineman who just rolled 5+6 (Shall I take the AG+ or just take a normal skill?)
1 Lineman without skillups
and 3 rerolls and an apothecary
The thing is, I'm a relative newbie with high elves so any advice about my four skillups would be appreciated...
My team is like the following:
Catcher with AG+ and after the last match a normal skill-up
2 Catchers without skillups
1 Thrower with a normal skillup (Accurate or Sure Hands?)
2 Blitzers with Dodge
1 Lineman with Kick
1 Lineman who just rolled DOUBLE (My first thought was Guard)
1 Lineman who just rolled 5+6 (Shall I take the AG+ or just take a normal skill?)
1 Lineman without skillups
and 3 rerolls and an apothecary
The thing is, I'm a relative newbie with high elves so any advice about my four skillups would be appreciated...
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- RogueThirteen
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Re: High Elf inducements
I would strongly recommend giving every doubles roll on the team (except for the Thrower) Guard. I would even take Guard on a 6+6, as Guard can create several pseudo-STR4 pieces as opposed to one always STR4 piece. If a High Elf team can get to three or four Guard, they are really, really, really tough.
For the thrower, I'd take Accurate over Sure Hands. What you might find yourself doing is having to pick the ball up with someone besides the Thrower who will then either hand-off or pass to the Thrower (passes here are especially useful for your players who have 5sp from an MVP and really need that 6th sp point to level up.)
As for the AG5, that's up to you. An AG5 piece or two can be incredibly useful, though it's unfortunate it's on a lineman and not one of your positionals. Still, AG5 is AG5 and this lineman can be developed into a solid player if you're not afraid to score with him a lot.
For the thrower, I'd take Accurate over Sure Hands. What you might find yourself doing is having to pick the ball up with someone besides the Thrower who will then either hand-off or pass to the Thrower (passes here are especially useful for your players who have 5sp from an MVP and really need that 6th sp point to level up.)
As for the AG5, that's up to you. An AG5 piece or two can be incredibly useful, though it's unfortunate it's on a lineman and not one of your positionals. Still, AG5 is AG5 and this lineman can be developed into a solid player if you're not afraid to score with him a lot.
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Re: High Elf inducements
Dodge on the catcher. The lino can take dodge or +AG (since you don't have lots of AG 5 yet, and it makes him a good ball-snagger in traffic)
Guard on the other lino - he won't level fast, but it is a good skill to have.
Thrower gets accurate or dodge, depending upon how close to the opposition you like to use it.
Doubles is always guard.
Catchers do have the option for Nerves of Steel on doubles, and Throwers can get strong arm.
Also, once you have a catcher skilled well enough to become your hitting piece it can get Mighty Blow.
(Blitzers skill up Dodge, Sidestep, Tackle/Diving Tackle)
One +ST is usually useful, since it saves on assists - or means that one guard can be used to get two dice on ST4 opponents.
Guard on the other lino - he won't level fast, but it is a good skill to have.
Thrower gets accurate or dodge, depending upon how close to the opposition you like to use it.
Doubles is always guard.
Catchers do have the option for Nerves of Steel on doubles, and Throwers can get strong arm.
Also, once you have a catcher skilled well enough to become your hitting piece it can get Mighty Blow.
(Blitzers skill up Dodge, Sidestep, Tackle/Diving Tackle)
One +ST is usually useful, since it saves on assists - or means that one guard can be used to get two dice on ST4 opponents.
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- spubbbba
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Re: High Elf inducements
I disagree with this bit, both those are bad choices and a waste of a double. Take Guard or a normal skill like block or dodge.Nikolai II wrote:Catchers do have the option for Nerves of Steel on doubles, and Throwers can get strong arm.
Guard is a good doubles choice on any high elf player, though an MB combined with tackle is nice on a blitzer when facing gutter runners and their like.
As to the skills, sure hands is good if you expect to be facing wardancers or slann, with blodge a top priority after that. Accurate is ok as well, but he already has AG4, pass and safe throw and those make him a pretty fantastic thrower as it is.
For the lineman +AG is very nice but makes him the same TV as a blodge lino so you need to decide if it is worth it. Elves can go overboard on stats and doubles which will make them an amazing team long term if they survive. But neglecting block and dodge can bloat TV and mean you suffer more damager and struggle at mid TV.
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