Dark Elf Thrower - worth it?

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TeamTræls
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Dark Elf Thrower - worth it?

Post by TeamTræls »

I am in the process of building a Dark Elf team, and I was considering not building a Thrower, since he has the same stats of a Lineelf, but with Dump-off. I think it is a good skill, but I think its advantage can be achieved in other ways. For example, I could cover all the shortest routes to my non-Thrower thrower when he has the ball, so that a Blitzing player would have to make a lot of Dodge rolls in order to reach my non-Thrower thrower. That way, I should still have an Elf or two downfield to catch the ball. I know my opponnent could just Block my players to the ground, thus freeing the road to my non-Thrower thrower, but if I set this up the previous turn (dodging out of his Tackle Zones so he would only have one player capable of Blocking (the player doing the Blitzing).

But I am no Veteran, that's why I aks. To me, it seems nice to have Dump-off, but why would I allow the Elf with the ball to be Blocked anyway? I think I'd rather take a Lineelf and a Fan Factor, or something.

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Grumbledook
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Post by Grumbledook »

the runner can take passing skills normally, which a line elf can't

so personally in a league I'd put 2 on the team

as for if you want to put one in the starting roster, I perhaps wouldn't bother and aim to get them later

the threat of a long range dedicated passer is very handy

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Storch
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Post by Storch »

I'm in the early stages with my dark elves and here is what I did.
I started with the full 4 blitzers and the rest line elves.
I am saving up to buy the two witches at one shot and am almost there.
Next up is either a thrower or a reroll depending on how they are playing. I'm not sure how the passing game is going to work out against the teams currently in the league, so he might nopt be anything more than a faster line elf for me.
If I don't need rerolls, the second thrower would be next.
Otherwise fill in rerolls until the team is humming.

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Post by SillySod »

Storch wrote:I'm in the early stages with my dark elves and here is what I did.
I started with the full 4 blitzers and the rest line elves.
I'd do this but buy a runner along with your 4 blitzers right at the start. A runner is a great buy because they are a little faster than linelves but more importantly they can get leader as their first skill, which gets you an important third re-roll very early on without paying any money for it. Once the team starts going I'd buy an apothecary and both witches (maybe some linemen or replace blitzers if you lose players). Then if all is going well and you have plenty of reserves, two witches, and four blitzers then you can afford to start stocking up on RR. Buy assassins and the extra runner into as alternative linemen - they are esentially linemen with a bit of personality which might or might not be what you are looking for.

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Post by grampyseer »

Having a thrower in the mix gives you more options...That's the real beauty of Dark elves...they can play it ANY way!!

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s031720
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Post by s031720 »

I hardly ever pass with my DE. Two dice roll with chance of a TO? I try to avoid it if I can unless i feel safe, wich means, rarely in the offence.

You dont need a passing game early on, but as your opponents get more developed, you will start to feel the need. You can wait with getting runners, and get your witches first.

I did start with 4 blitzers and a runner, mainly because it added up nicely with the 1000k youve got to spend. Dump off is a nice skill, so its worth it in itself, but im not sure how two develop him yet. Pass is a good skill since it also makes dump-off better. Other than that, i dont know. NoS seem to be a versatile skill aswell.

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Grogmir
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Post by Grogmir »

I find the DE runner completely worth it - and I'm in type that develops him as a DO expert with NOS first. I don't mind him getting hit really.

DEs are just so versitile that I don't need a dedicated Thrower for the passing game. Also I'm play them much more as a running team - I.e i don't send many 'catchers' into the back field anyway.

Much prefer to keep my players together to smash my way up the pitch - then hand off and run in for a TD.

So in short - DE runner worth it - DE thrower? Not needed imo.

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Storch
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Post by Storch »

I have to say, quite a few good reasons to start with the Runner.

I think it also highlights another point the original poster should consider: What does your league look like?

I chose to avoid the runners up front mostly because our league was just coming off the peak of a bashy cycle (chaos, 2 dwarves, lizards, etc.) so I needed the AV up front just in case.

Also, leep in mind that double and stats are key here. I got luck and got +AG on a blitzer as his first skill making it fairly easy to get him to his second (which was dodge). It also opens up the long pass option in a way any teams but elves simple can't imagine.

Overall, I would say look at what you expect to play and see if you want the runner to start or if he would be a nice addition later on when you can give him a bit more cover. If you do start with him, I would suggest not making the mistake of the dark elf coach in our league two seasons ago where he ran them along down a wide zone trying to punch in a score unsupported. It's a good way to have players miss the next game or worse (mostly worse in his case).

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Post by AK_Dave »

I prefer the DO/NOS Runner style and using them as Catchers, but I also like a little Pass/Accurate or Pass/ST in the mix. Or +AG/Pass even better. The threat of a having a ballhandler who can pull off some great passes is very nice to have.

Given how my Runners typically get used, this is the what I try for:
1. NOS, Dodge, Pass, Safe Throw, Diving Catch
2. Dodge, Diving Catch, NOS, Safe Throw, Pass

Caveat: Doubles and +Stat changes everything.

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