New dark elf team

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Democritus
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New dark elf team

Post by Democritus »

I am going to start a new dark elf team, and I was thinking what should I buy? Should a pick one blitzer, wich elf, thrower and the rest in linemen? Or should I only get blitzers and linemen? Or put in one thrower there too? I have on apothecary, should I have one?

#1
1 Blitzer 100k
1 Witch elf 110k
1 thrower 90k
8 linelves 560k
2 rerolls 100k
4 Fan factor 40k

#2
8 Lineelves 560k
3 Blitzers 300k
2 Reroll 100k
4 Fan Factor 40k

#3
8 Lineelves 560k
2 Blitzers 200k
1 thrower 90k
2 Reroll 100k
5 Fan Factor 50k

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Post by sean newboy »

Take team 1, drop the thrower, add a lineman, and add some ff.

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Post by Redfang »

Take team 3, drop the thrower, add a lineman, and add some ff.

The Blitzer is a stronger more resilient player than the witch elf, who is quit easily injured. Frenzy can cause trouble, especially without block. You might also consider taking only 1 or even no blitzers with some extra rerolls and linemen (and less ff if necessary). Ag 4 means that line-elfs can perform most jobs, and it will mean your positionals don't steal all your SPP from the beginning!

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Post by Democritus »

you mean like this:

1 Blitzer 100k
1 Witch elf 110k
9 linelves 640k
2 rerolls 100k
6 Fan factor 60k

Isn't it good to have a thrower from day one, to get him some spps? Besides more than 8 lineelves are not too good, since you need to ditch one to get all posisionplayers.

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Post by Fronko »

Well, the discussion about elves needing a thrower from the start (whichever elves they are) has been boiling long enough, majority seems to vote for 'no', as they will get their points later on and absence of a thrower boosts linemen improvement.

And don't worry about having too many lineelves, by the time you can buy all those postitions, half your lot will probably be pushin' daisies already. :)

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Post by berserker »

A while ago I started a dark elf team

I went for the classic:
2 Blitzers
9 Linemen
2 RR
7 FF

Ist buy apo

http://www.talkbloodbowl.com/phpBB2/vie ... php?t=5617

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Post by Asmodan »

I just started a dark elf team that was excactly the same as the one berserker posted.
I did try a different one first without the blitzers and a witch elf instead, but the lack of block lost me the game (and a couple of players) :(
The new team is doing much better (except their trouble with throwing and catching the ball)

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Post by Jerhod »

My choice would be:

1 Witch Elf
1 Thrower
9 Linemen
2 RR
7 FF

I prefer starting with a Witch Elf to a Blitzer because with Frenzy she can better push opposing players aside to make a hole for other linemen to run through. Also, with Jump Up and Dodge she can move around right quick to whereever you need her.

I think I'll go with the apparently dissenting opinion that starting with a thrower is a good idea. My Throwers usually only get star player points from completions and at the rate of two or three completions per game a Thrower takes a while to develop. I still make passes with linemen as well, but slowly building a specialized thrower seems like a good idea to me.

Best,
-Jerhod-

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Post by berserker »

To develop your team you first have to keep your players alive and the roster you propose isn't the best way to do so...
The elves are so expensive, if you have to replace players, it will slow your acquisition of position players and RR.

Having at least one player with block will save you more RR than someone with pass, and you make a lot more blocks with a player than passes. And remeber that blitzers have MA7.

The we is great, I just bought mine but without players able to support her she's putting herself into great danger as she has to follow p all the time thus getting 1 die blocks if not worse and always next to the defending player if she didn't knocked him down...
I a Witch Elf to a Blitzer because with Frenzy she can better push opposing players aside to make a hole for other linemen to run through
With AG 4 the hole doesn't need to be big...

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Post by Jerhod »

berserker wrote:To develop your team you first have to keep your players alive and the roster you propose isn't the best way to do so...
The elves are so expensive, if you have to replace players, it will slow your acquisition of position players and RR.
True, the Witch Elf is a gamble. However, if you can get her two TD's in the first game she'll be able to aquire Block and becomes very difficult to take down. And the lack of Block anywhere on the team is a gamble as well, but for the most part I try to make as few blocks as possible with elven teams and always staying two squares away from my opponent.
berserker wrote:Having at least one player with block will save you more RR than someone with pass, and you make a lot more blocks with a player than passes. And remeber that blitzers have MA7.
It depends on just how much blocking you do, and you have to block with the right player for the Block skill to actually save you a reroll. I find that the Witch Elf's Dodge saves me quite a few rerolls, too. I do recall that Blitzers have MA 7 and they, too, make fabulous catchers and "get the ball carrier" players.
berserker wrote:The we is great, I just bought mine but without players able to support her she's putting herself into great danger as she has to follow p all the time thus getting 1 die blocks if not worse and always next to the defending player if she didn't knocked him down...
1-die blocks are risky, I'll admit, but I'm usually able to have one of the Witch Elf's two blocks be a 2-die block. Also, I often am just looking for a pushback result to move opposing players around and that's usually okay with a 1-die block. I agree that Witch Elves are big targets for opposing coaches, especially if they go off on their own, but if my opponent spends his/her blitz actions going after my Witch Elf instead of my ball carrier/possible catchers then I'm happy.
berserker wrote:With AG 4 the hole doesn't need to be big...
True, but even having your players make one 2+ dodge to get through a line can be quite inconvenient. You have an 83% chance of having one guy making it through, a 69% chance of having two guys make it through, a 58% chance of three guys making it through, and a 48% chance of four guys making it through. Those aren't great odds, especially with Elves starting with so few rerolls. It's definitely doable, but there are often times when two pushbacks from a Frenzied Witch Elf will create a path with no dodges necessary.

Are you saying that you would, perhaps, go with a roster along the lines of:

2 Blitzers
9 Linemen
2 RR
7 FF

Edited in five minutes after original post: Oops! I see that this is exactly the roster you suggest. :D

Best,
-Jerhod-

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Post by Haar »

I started a classic 2 blitzer lineup for DE a while back. It worked very well. Having some block in the starting line was great, and so was the MA7. Dark elves prefer running plays anyway, and for the style of play I had (mostly runs, with the occasional short pass to get out of trouble), not having a passer right away was fine. Everybody has AG 4 anyway, and this way the SPP love gets spread around.

Now that the team has advanced, I have a thrower with AG5 and Accurate, but he's almost a liability. If he misses a game due to a handicap roll, early casualty, or niggling (he's got one aging NI), I'm at a coaching disadvantage because I've almost forgotten how to play the good ol' running play. Have to get back to basics.

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Post by Twist »

I usually start with a thrower, blitzer, and linemen. Max the FF. I don't usually get a Witch Elf until theres an apothecary on the team. :smoking:

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Post by wesleytj »

1 bli
10 line
2 rr
9 ff
10k treas (for apoth)

that's what i use all the time and it works for me. i've said it before, i'll say it again, NEVER start an elf team with a thrower in league play. Your line elves are good quick passers, and should be used in early games instead. Spread around the 1spp for a completion among them so that whoever gets the MVP will get a skill, instead of having the thrower get all of them. Makes for a MUCH better team in the long run.

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Post by berserker »

wesleytj wrote:Spread around the 1spp for a completion among them so that whoever gets the MVP will get a skill
After 3 games, 4 players got a skill and only 2 have 0 spp. PLay with the MVP award in mind...
The team develop faster than I tought.

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Post by kaboom »

redfang do the good choice(to my advice!)

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