ARBBL Dark Elfs

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Darkson
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ARBBL Dark Elfs

Post by Darkson »

Of course, I might not end up playing, but if I do...

4 Blitzers
2 Witches
1 Runner
5 linemen
2 RR

Skills:
1. Leader on Runner
2. Guard Blitzer
3. Wrestle Witch
4. Wrestle Witch
5. Guard Blitzer
6. Dodge Blitzer

Improvements? (I'm sure there's many!)

(Figs available in addition to above are 2 more linemen and 2 assassins)

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Joemanji
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Re: ARBBL Dark Elfs

Post by Joemanji »

No Dodge Blitzer until game 6 is gonna hurt.

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Darkson
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Re: ARBBL Dark Elfs

Post by Darkson »

I agree, but then no Wrestle/Block on the 2nd witch till 6?
Drop Leader and go balls to the wall?

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Magictobe
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Re: ARBBL Dark Elfs

Post by Magictobe »

You have only two RR's.

OK, you give leader first game but it is on an armour 7 player without dodge or block. The leader will not lead for a long time.

Dodge on the blitzers will save you RR's, much more then the leader will give you the advantage of the third RR.

Wrestle on witches, OK, but you want push backs to the audience anyway.

I would go for 4 times dodge on the blitzers. Then 1 time wrestle and 1 time block on the witches.

For the roster. I would not go for the runner. The armour 7 without block or dodge makes it the weakest link in your team. I would replace it by an armour 8 linemen.

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SillySod
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Re: ARBBL Dark Elfs

Post by SillySod »

Two re-rolls is plenty for dark elves. You can afford a fair amount of block and dodge so you're mostly ok, you just have to sweat it out at the end of each turn while you block/dodge with the linemen.

I'd consider:

3 Blitzers - 300k
2 Witch Elves - 220k
6 Linemen - 420k
2 ReRolls - 100k
Apothecary - 50k
10k for fans and features

Skills:
1 - Block (witch)
2 - Wrestle (witch)
3 - Dodge (blitzer)
4 - Dodge (blitzer)
5 - Guard (blitzer)
6 - Dodge (lineman)

One block witch and one wrestle witch is excellent. Dodge is great on blitzers. Guard is nice to have but certainly not a critical skill, you dont need it on game two but it is great for game five.

You might be able to do something cool with assassins too, multiblock and dodge are both nice options there.

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Joemanji
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Re: ARBBL Dark Elfs

Post by Joemanji »

Darkson wrote:I agree, but then no Wrestle/Block on the 2nd witch till 6?
You don't absolutely need to skill both Witches. I often skill the second on day two of events. You should be hiding them both anyway, people will want to him them whether they have Block or not.

As Sillysod says, Guard is a nice extra for DEs but by no means a core skill.

I disagree with Magictobe on the Runner. I think his MA7 actually outweighs his lesser AV.

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ceetee
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Re: ARBBL Dark Elfs

Post by ceetee »

I'm taking:

2 Witches
4 Blitzers
1 Runner
4 Linos

3RR
1AC/1CL

Skills:

Day 1 Wrestle x 2, Dodge
Day 2 Dodge, Guard, Dodge.

To be honest, I usually wouldn't take guard (didn't last year) because Blodge is so effective on Blitzers, but I fancy giving guard a try. I agree with Joe on the Runner - the extra MA7 piece is nice to have around and allows your other positionals to concentrate on causing havoc elsewhere. I disagree on the Witches however - I like to skill them up quickly to make them more of a threat.

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Re: ARBBL Dark Elfs

Post by sturmjarl »

I did surprisingly well (3rd place) at a fairly "light weight" tourney a couple of years ago with one witch, 2 blitzers 1 runner and an assassin. Granted the competition was light (until the finals where I got spanked hard by a Pro player with Orcs) and I just wanted my converted figs on the field. I use converted 2nd ed. regular Elf Blitzers (LOVE the Jes Goodwin models)as my DE Assassins. I am an experienced player but I had NEVER played with Dark elves before the tourney; not even a practice match :roll: The assassin was a big distraction to the opposition although I doubt an experienced opponent would fall into that trap.

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