DE for 6 games
- zeroalpha
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I dont think you sould go with the all lineman and re rolls either. You'll find that MA 6 will leave you struggling for a viable scoring option. I tend to find that opponents will throw everything at your positional players to stop them scoring and that is what allows your lineman to step neatly across for the touchdown and 3 SPP's.
I would lean towards your third of fourth options for a 6 game series.
I would lean towards your third of fourth options for a 6 game series.
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I think I'll go for:
9 Linemen
2 Blitzers
2 RR
7 FF
The blitzer is clearly superior to the thrower with his +1MA and block for only 10k more...
My last dilemna is, if I face Chaos or Orc first, whether to take the APO directly and 1 RR only, after all I had only 1 RR with the woodies (but got a leader after the first game
). Also if I don't get the 50K after the 1 game it means I'd have to face a bashing team without the APO.
Against the skaven I'll sure go with the 2 RR.
Now this doubt is partly based on the fact the my woodies had only 7 AV (and my opponent kept rolling 7 for the armor roll, lucky me) while the DE have 8.
But with the lineman costing 70k, I can't afford to lose a player...
9 Linemen
2 Blitzers
2 RR
7 FF
The blitzer is clearly superior to the thrower with his +1MA and block for only 10k more...
My last dilemna is, if I face Chaos or Orc first, whether to take the APO directly and 1 RR only, after all I had only 1 RR with the woodies (but got a leader after the first game

Against the skaven I'll sure go with the 2 RR.
Now this doubt is partly based on the fact the my woodies had only 7 AV (and my opponent kept rolling 7 for the armor roll, lucky me) while the DE have 8.
But with the lineman costing 70k, I can't afford to lose a player...
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Take a second rr and get the apo after game one. You should be very unlucky to lose more than one player. If it is really desastrous, restart the team...
You will be happy about that additional rr, believe me. I did it the other way round and I could still bite my a** for doing so. I didn't need the apoth first game and all the time was lacking rr.
You will be happy about that additional rr, believe me. I did it the other way round and I could still bite my a** for doing so. I didn't need the apoth first game and all the time was lacking rr.
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- NightDragon
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I just finished a league playing a DE team.
I started with the 9 LE, 2Bltz, 2RR, 7 FF.
completions did get spread around, then one guy kept getting them all. I rolled Dbls for him and gave him NoS. not the best choice would work better on a catcher. Try taking Accurate on dbls. With AG4 pass is a reroll but accurate is +1, so quick and short are 2+ and long is 3+ it seems to work well.
1 Bltz rolled dbls also, gave him Mighty Blow. Which worked well. 2nd bltz did get any Spp's until game 6. Same game that I got a rookie bltz with 2 rolls FREE- intermatch table is sooo cool. (Conpendium 2 or 3)
FF helpful raise $$$ for an apoth which I got before the 2nd game. didn't help much since I lost 2 players my first game.
My team did pretty good for the first 3 games, but I played Gm 3 and 4 with only 10 players. Gm 4 my opp. kept getting blitz Kickoff so I blew that one hard. Finally had a full roster by game 6 and then really started rocking. 8 out of 12 players for game 8 had at least one Spp roll. two had 2 rolls. Bought extra RR's around then too which totally helped. brought ratings down and it was a RR.
Got Leader early on game 3 or 4 I think. it helped but use leader RR first, never know when that player might go off the field before you use it.
I really needed RR's since I kept failing my 2+ dodges (damn elven Curse) - then I would forget that that player also had dodge.
You have to sit and wait DE's out a bit. they are hard to start but they do get going. I finished with a 5-4 record but won my division. (helped by a few coachs dropping out but even so - unfortunely our tourney at the end was also cancelled due to "the lack of interest", i really wanted to get another crack at the league leading 12-0 WE team with 1 catcher with something like 106 Spp points. he got all the TD and they all had side step. Wimps)
Hope that helps
Lightingbug
I started with the 9 LE, 2Bltz, 2RR, 7 FF.
completions did get spread around, then one guy kept getting them all. I rolled Dbls for him and gave him NoS. not the best choice would work better on a catcher. Try taking Accurate on dbls. With AG4 pass is a reroll but accurate is +1, so quick and short are 2+ and long is 3+ it seems to work well.
1 Bltz rolled dbls also, gave him Mighty Blow. Which worked well. 2nd bltz did get any Spp's until game 6. Same game that I got a rookie bltz with 2 rolls FREE- intermatch table is sooo cool. (Conpendium 2 or 3)
FF helpful raise $$$ for an apoth which I got before the 2nd game. didn't help much since I lost 2 players my first game.
My team did pretty good for the first 3 games, but I played Gm 3 and 4 with only 10 players. Gm 4 my opp. kept getting blitz Kickoff so I blew that one hard. Finally had a full roster by game 6 and then really started rocking. 8 out of 12 players for game 8 had at least one Spp roll. two had 2 rolls. Bought extra RR's around then too which totally helped. brought ratings down and it was a RR.
Got Leader early on game 3 or 4 I think. it helped but use leader RR first, never know when that player might go off the field before you use it.
I really needed RR's since I kept failing my 2+ dodges (damn elven Curse) - then I would forget that that player also had dodge.

You have to sit and wait DE's out a bit. they are hard to start but they do get going. I finished with a 5-4 record but won my division. (helped by a few coachs dropping out but even so - unfortunely our tourney at the end was also cancelled due to "the lack of interest", i really wanted to get another crack at the league leading 12-0 WE team with 1 catcher with something like 106 Spp points. he got all the TD and they all had side step. Wimps)
Hope that helps
Lightingbug
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- wesleytj
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If you're going to start giving people passing skills, maybe thats the point at which you should just buy a thrower, and use your doubles rolls for linemen on cool stuff like guard.lightingbug wrote:I started with the 9 LE, 2Bltz, 2RR, 7 FF.
completions did get spread around, then one guy kept getting them all. I rolled Dbls for him and gave him NoS. not the best choice would work better on a catcher. Try taking Accurate on dbls.
Good call. Mightyblow is a great skill for a DE blitzer. Dauntless is a good one too.lightingbug wrote:1 Bltz rolled dbls also, gave him Mighty Blow. Which worked well. 2nd bltz did get any Spp's until game 6.

OW. Good news is elves can handle it...you can play shorthanded now and then and still win.lightingbug wrote:FF helpful raise $$$ for an apoth which I got before the 2nd game. didn't help much since I lost 2 players my first game.

Too true. Dark Elves don't even have to worry about that "save the leader for the big guy" caveatlightingbug wrote:Got Leader early on game 3 or 4 I think. it helped but use leader RR first, never know when that player might go off the field before you use it.
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This apparently the most common startup roster. I've seen it on different league sites and it seems consistent.I started with the 9 LE, 2Bltz, 2RR, 7 FF.
However I still consider dropping a RR to raise FF and get more diversity in position players 1 Bltz, 1 WE, 1 Thrower, 1RR, 9 FF as one of my friend made a strong point about the WE being the if not thescorer of the team at least the fastest and strongest player of the team...
I have a nice habit of rolling 5 and 6


I feel I'd have more options during the match with the different players and the 9FF is huge for expensive teams, without speaking about the edge you get for kickoof events...
I guess chaos will have 7 and the skaven will have 6, I dunno about the orcs.
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I did finally buy a WE for game 8, I think. SHE BIT. She had 8 blocks in that game and rolled Skulls or pushbacks (I hate the new frenzy) for every single one of them. most were 2 die blocks but she couldn't block worth beans. Finally POW'd someone on her last turn KO only though.
WE are usually targets (AV7) and not always worth the money.
and elves ALWAYS need RR's get them cheap while you can
Lightingbug
WE are usually targets (AV7) and not always worth the money.
and elves ALWAYS need RR's get them cheap while you can
Lightingbug
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Well, a couple of points.
Starting with less than 2 rr's is extremely risky. I also did that at one point and was beating myself senseless until I was able to afford another one. With only blitzers starting with block, those rr's will be burned pretty fast on blocks, alone.
Secondly, a Witch elf is one of the greatest players in the game. They cause havoc among opponents, and have a great psychological value. I would never consider getting one without having an apothecary. If you are playing in a league where you will be playing the same teams over time, that Witch elf is asking to get fouled on the first game. Frenzy without block, and only one RR, is also asking for problems.
Lastly, I would reiterate that you probably don't want a thrower on your starting lineup. Throwers are spp magnets, and whether you intend to or not, they will swallow quite a few spp's that should be going to your linelves in early games.
I often take the 9 LE, 2 Blitz, 2RR, 7 FF lineup, but if you are dead set on the 1 RR, go with 3 blitzes and 9 FF instead. Getting some good blitzers early, makes a Witch Elf a lot better when she comes to the team.
Asperon Thorn
Starting with less than 2 rr's is extremely risky. I also did that at one point and was beating myself senseless until I was able to afford another one. With only blitzers starting with block, those rr's will be burned pretty fast on blocks, alone.
Secondly, a Witch elf is one of the greatest players in the game. They cause havoc among opponents, and have a great psychological value. I would never consider getting one without having an apothecary. If you are playing in a league where you will be playing the same teams over time, that Witch elf is asking to get fouled on the first game. Frenzy without block, and only one RR, is also asking for problems.
Lastly, I would reiterate that you probably don't want a thrower on your starting lineup. Throwers are spp magnets, and whether you intend to or not, they will swallow quite a few spp's that should be going to your linelves in early games.
I often take the 9 LE, 2 Blitz, 2RR, 7 FF lineup, but if you are dead set on the 1 RR, go with 3 blitzes and 9 FF instead. Getting some good blitzers early, makes a Witch Elf a lot better when she comes to the team.
Asperon Thorn
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I'll probably go with the 2 RR config.
But I liked the idea of having several play options, wich the other config might offer, but it comes with a high risk I'm not really willing to take.
My point is that with the 2 blitzer 9 Linemen I don't see yet how I'm gonna play them.
The league before I played woodies, it is more easy, you just send wardancers and catcher and score the turn after...
With the DE I just don't see HOW I'm gonna score, they're not as fast, they lack the evasion (leap, dodge,...)
How do you usually play them?
But I liked the idea of having several play options, wich the other config might offer, but it comes with a high risk I'm not really willing to take.
My point is that with the 2 blitzer 9 Linemen I don't see yet how I'm gonna play them.
The league before I played woodies, it is more easy, you just send wardancers and catcher and score the turn after...
With the DE I just don't see HOW I'm gonna score, they're not as fast, they lack the evasion (leap, dodge,...)
How do you usually play them?
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Good call, if you ask me. A little standardized, but for a good reason.berserker wrote:I'll probably go with the 2 RR config.
It's a little risky, but 4 AG still means that you'll make most of your dodges. Against a team with a lot of tackle, it's just as good as having dodge. The other thing is that even when you get tripped up, you have an extra point of AV to fall back on (except the WE, of course). It doesn't sound like much, but it goes a long way....With the DE I just don't see HOW I'm gonna score, they're not as fast, they lack the evasion (leap, dodge,...)
The easiest plays to pull off are probably short passing plays. Try getting the ball to a blitzer or lino somewhere near the sideline and moving down field with protection. Use your blitz to get a defender out of the way and put enough men around your ball carrier to help keep the defenders off. Think of it as a 2 turn cage. Once you get a couple of guys with sidestep, it just gets even tougher to get though. You don't want to leave any of these guys in tz, either. Make them use their 1 blitz to get a tz on the ball carrier rather than blitzing the ball carrier himself. Then you can hand off the ball (no penalty for that nasty tz) or blitz him free. Either way, you've got a 2 turn score if all goes well.
Also, it doesn't work as well as it does with HEs, IMHO, but you can always try the long bomb with linos and blitzers spread out through the backfield.
Good luck and enjoy.
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I went with the 2 bli 2 RR config
I drew the first game 1-1 vs Orcs -he scored on the last turn because of a small mistake I made... Frown- The others drew also
No players lost, nobody missing for game 2! Only 1 badly hurt
One lineman got a skill, I'll give block so it is a third -slower- blitzer...
The good thing is that I rolled a 6 for the winnings and won 80.000 GP
Iwas tempted to keep the money for a position player but the next game is vs Chaos (3 CW 8 BM 2RR) and then Skaven... Do I play it risky or do I buy the apo? Cuz if I loose a player, I can buy one for sure anyway.
Safe plan is to take the apo, 30k left and hope to gain 70-80k more for a blitzer or a witch...
What would you do?
I drew the first game 1-1 vs Orcs -he scored on the last turn because of a small mistake I made... Frown- The others drew also
No players lost, nobody missing for game 2! Only 1 badly hurt

One lineman got a skill, I'll give block so it is a third -slower- blitzer...
The good thing is that I rolled a 6 for the winnings and won 80.000 GP

Iwas tempted to keep the money for a position player but the next game is vs Chaos (3 CW 8 BM 2RR) and then Skaven... Do I play it risky or do I buy the apo? Cuz if I loose a player, I can buy one for sure anyway.
Safe plan is to take the apo, 30k left and hope to gain 70-80k more for a blitzer or a witch...
What would you do?
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Go with the Apoth. If it saves you from one injury or death, it has already paid for itself. I just got out of a game against a rookie lizard team, and they broke armor like nobodies business (just one of those games). So even a choas team without any skills can wreak havoc on your team, better safe than sorry.
Of course, you are just as likely to beat up on his beastmen, more so for having 3 players with block. Just make sure you have at least two tacklezones on any loose ball (preferably with players not next to one of thiers).
Asperon Thorn
Of course, you are just as likely to beat up on his beastmen, more so for having 3 players with block. Just make sure you have at least two tacklezones on any loose ball (preferably with players not next to one of thiers).
Asperon Thorn
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To keep you posted...
I went 4-0 versus Chaos in my second match (bought the apo before the game and used it on a concussion... so the guy play next game) but everything went my way.
A second linemen got a skill, he'll get block as well...
I have 80k spare so after this game I'll go for the witch/3rd blitzer/3 rr?
I lend towards the witch but what do you think?
I went 4-0 versus Chaos in my second match (bought the apo before the game and used it on a concussion... so the guy play next game) but everything went my way.
A second linemen got a skill, he'll get block as well...
I have 80k spare so after this game I'll go for the witch/3rd blitzer/3 rr?
I lend towards the witch but what do you think?
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