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From playing Dark Elfs ten years back to LRB5 Dark Elfs

Posted: Mon Apr 02, 2007 4:24 pm
by virre
Ah, yes I will play a tournament Again, after a pause of about ten years,

So I got my Dark Elf team but then I saw that LRB5 have made some major changes to what and how you build, so now how should I build. I'm also rather limited to what players I have (standard Dark Elf team and Hearkon)

So this is how I see the team right now:

I copy this directly from the Forum where the leauge was set up (therefor Names are included and stuff)

Tha Óran dubh á'bháird

1 WitchElf (Tha uaine caileag)
2 Blitzers (Brathár an fiodh, Brathár an dubh)
1 Assasin (Briagha deur) (Hearkon model for the save)
1 Runner (Luath gaoth an fiodh) (Thrower for the save)

6 Linemen med 6,3,4,8
Calum, Fiodh Iolair, Súil an fiodh, Eaglan fiodh, Uamhas an fiodh, Duilleag an Nuffle

Reroll 1
FF 5

My maths isn't that good. And I really feal that 1 RR is to few, but I really can't get anyway to afford more, as the unused player is another WE...

Posted: Mon Apr 02, 2007 4:34 pm
by Mootaz
I'm not a great expert on Dark Elves, but switch the FF 5 for another Reroll (LRB5 allows FF 0).

Posted: Mon Apr 02, 2007 4:37 pm
by virre
Mootaz wrote:I'm not a great expert on Dark Elves, but switch the FF 5 for another Reroll (LRB5 allows FF 0).
How much will that affect winnings? I really haven't read through the LRB5 from page to page, yet.

Posted: Mon Apr 02, 2007 5:46 pm
by Cramy
Most tournaments don't have winnings. Are you talking about a league then? A roster for a tournament vs. a league can be quite different depending on the format.

Please provide more information. If tournament, then provide some detailes about the tournament rules. If league, then length of league, how many opponents, what are the opponents, which extra rules and/or house rules are you using, etc...

As for the FF. In LRB5, the FF is used to determine FAME. Roll 2 dice, add your FF, and the player who gets the highest value gets +1 to FAME. Nobody gets a bonus for ties, and you get a +2 FAME if your result is double or more your opponent's result. The FAME is used on a few kick-off table events, and also applied to the winnings. So if you get +1 FAME, you get 10,000gp more in your winning. So what's important now is not to have the highest possible FF, but to have a FF that is higher than your opponent. And even then, because of the 2d6 rolled, you may still not get the FAME bonus. All in all, with LRB5, teams rarelly start with a very high FF. And if you look at how you gain / lose FF, you can never go above a FF of 17 or 18 (I'd have to check the rule book), and that's only if you win all the time.

In league play, once I have bought everything that I wanted, I distribute my remaining cash amongst assistant coaches, cheerleaders and FF. At this point, I think I'd favor the FF, but if you read threads on this subject, you'll find that coaches are divided on that.

Posted: Mon Apr 02, 2007 6:14 pm
by virre
Leauge and Tournament (=

stupid English language skills, or memory maybe.

with LRB5 rules it seems, oh and probably some house rules (um Brynolf started a thread on one of them)

I know people will play Amazons, Humans, Necro and probably Vampires and some more... Most people haven't played either in a long time, or at all. As I know it now anyways.

Posted: Tue Apr 03, 2007 12:59 am
by Cramy
OK, so assuming a league, then you may want to get enough players to field 2 Witch Elves and 4 Blitzers. They are your best players, and you will want all of them once you get enough money.

The Runner is OK. Some people like them, some people not so much. They get access to passing skills, so you can get leader which can be pretty good in a short league where you will not be able to gather-up the cash to get more rerolls. Pass in combination with Nerves of Steel go well with Dump-Off. Some have tried it successfully it seems. Others prefer dodge and block or fend.

The Assassin is interesting. I play with only one, as most other coaches do it seems. He is good against low AV blodgers, not so good against high AV players. So depending on the make-up of the league, you may want to delay getting one, as he is pretty expensive. The stab skill is more psychological than anything else in most cases. The shadowing skill can have more impact than stab.

See the Tactics and Strategy forum, there is lots of threads in there about DE strategy. You'll find information on starting lineups, pros and cons of using the Assassins and Runners, and more info.

Good luck.

Posted: Sun Apr 08, 2007 3:01 pm
by virre
Now I have played that team...

It was hum intresting. Although just a test game against a totalt newbie, and I was testing some strategys. 2 RRs was nesecary. And with a roll of 11 against 3 for fans... FF wasn't that important.

The Newbie played vampires, we played one half and I lead 3-0 ...

But then I had some luck on kickoffs (Blitz and Perfect Defense).

The ass. did some big damage in the game.

And the WE scored two TDs, was instrumental in the third TD so...

This seems to work.

Well after I had read up on DE tactics...

Thank you everybody anyway.

Posted: Fri May 04, 2007 9:28 am
by Grogmir
Can I just say what Cramy just wrote is the perfect summary of Dark Elf tactics/development.

My personal preference is to have the Nerves of Steel,Pass, Dump Off Runner (Highest scoring SPP on my team!) and (as Cramy Advised) only one Assasain.

However these do come second IMO. Start your team with 7 Linesmen and 4 Blitzers, the Rest on RR's, Get your Positionals afterwards. (I play in long term leagues)

Grogmir

Posted: Wed May 09, 2007 3:05 pm
by virre
Did anyone notice the part about only having two bltizer minatures?... Oh well, that might be fixed. Played som league games now... It is not going well 1 defat, 2 loses. One blitzer dead... but the other is better of with Block, Stand firm and Dodge, being about the only player that done anything...