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Where to go with this DE lot?

Posted: Fri Aug 05, 2011 8:38 am
by El_Jairo
I've played a season with this team bot I'm having a difficult time developing and keeping my line Elves. Maybe this is normal in the world of blood bowl.
We recently, finally purchased the second witch, her is the team and their past players:
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I would like some advice on how to move on with them: do I take my second runner or first replace a line Elf?
Our next league isn't sure yet on what teams will join but we have about 4 more experienced coaches and I expect these teams: 2x Necro's, 2x Orcs, 1x Chaos Dwarf, 1x Lizards, 1x Pro Elves and 1x Skaven.

I could also use some advice on how to set up but especially how to create a play. I was used to play a hand-off-pass routine with all elves spreading out on the field. I know struggle with the more running oriented style of the Dark Elves.

I have something in mind as defensive set-up but on the offensive field I have difficulties vs the more bashy teams: I can't run a cage there and try to grind my way opfield.

Here is my actual Defensive set-up for next game.

I would like your ideas or if you know a Dark Elf replay I could watch on fumbbl, please let me know.

Cheers.

Re: Where to go with this DE lot?

Posted: Fri Aug 05, 2011 11:57 pm
by Smeborg
I like to keep a "stable" of 6 Linelves. I prefer to give them Block before Dodge, it seems to protect them a bit better, combines well with Guard if you get a doubles, and allows them to make quiet 2D blocks to help the team. Since you are taking Wrestle on the Witches (I approve), Block on the Linos works well.

Against non-Claw teams, I tend to set up the defense so as to protect the AV7 players (Witches and Runner, if any) from immediate attack.

Hope that helps.

Re: Where to go with this DE lot?

Posted: Sat Aug 06, 2011 12:39 pm
by Smurf
DE Line should get wrestle like a lot of elf line.

The benefit of DE is that it can have 4 Block players via the Blitzers.

IMO WE should also have Block as a first skill because that beefs up the block frontage to 6, which is a good start. Some argue for wrestle but that depends if you have fouler to put the boot in on a downed elf.

Runners - up to you, I would concentrate on making them runners and ignore block, but may go with dodge
Assassins - multiblock is nice but failing that block is good (still standing to stab)

DE Line's second skill should be dodge.

IMO all elf line should have wrestle dodge... but I think like that.

Re: Where to go with this DE lot?

Posted: Sat Aug 06, 2011 12:45 pm
by mattgslater
There are four perfectly valid right answers for #1 skills on elf linos, and six DL skills that carry their weight, up to a depth of 5 skills.

Re: Where to go with this DE lot?

Posted: Sat Aug 06, 2011 4:11 pm
by juck101
Everything above is great advice.

In my private league my side has only just bought anything other than a lineman or blitzer after 10 games. Dark elf can be robust for an elf team and certainly benefit from a patient continual time adding skills. They are solid and feel right when you are comfy running the ball and using almost evey player to screen the ball runner from harm. Linemen with bock, or wrestle are totally cool. Dodge, Block and Guard linemen are complete game winners with some blitzers.

Aim to never get blocked, and always have the ball with enough tackle zones around that they cant be blitzed. This is a goal and not something you need to get upset about, but try to never get hit and you will have the right mindset. :)

I only throw the ball when im stuck, or im so far protected that its just for an extra spp as I can afford to drop it. This will take so time to feel normal if you not used to it.

the key bit we are not saying in the above help is PROTECT your team. Try not to take any blocks and you should be able to move about. When you take many hits, and if you throw bad dices you will go men down. Less men=less options = less able to protect the ball = the need to find a reicever and make throws that might be quite long.

Good luck

Re: Where to go with this DE lot?

Posted: Mon Aug 15, 2011 1:45 pm
by El_Jairo
juck101 wrote: the key bit we are not saying in the above help is PROTECT your team. Try not to take any blocks and you should be able to move about. When you take many hits, and if you throw bad dices you will go men down. Less men=less options = less able to protect the ball = the need to find a reicever and make throws that might be quite long.
Maybe I do stand my guys up in reflex too often: I always like a player better on his feet, typically these are the line elves and they just get smashed again. It is true that most of the time they only tie down one player anyway: the one who makes the block...

Thank you all for some nice advice.

On skill choice I'm not completely clear: I was going to test wrestle or block on the WE, JU seems just to scream for wrestle but it is a bad option for a ball carrier. So I'm looking to put wrestle next on a line elf.

My runner is basically an extra TRR, right now. Maybe the option Sure Hands, Pass would work out quite the same: to save TRR. On the other hand NoS is a bliss when something goes wrong and the runner is bogged down: he still can move the ball with little chance for a fumble.

On team development my next objective is to get to 13 players, having the 6 positionals + 1 runner, this means op to 6 line elves.

My current policy is that all but -AV and -STR injuries are acceptable on line elves. Do you guys keep -AV on the team? I rather have AV8 and loner.

Re: Where to go with this DE lot?

Posted: Mon Aug 15, 2011 2:56 pm
by Smurf
If strapped for cash I think you could tolerate a AV7 Line but ST-1 is most certainly fire the sucker.

Things to note with wrestle.

You will start to see a lot more push backs with the line guy. When attacking you will see a lot more down because even the tricky block skilled players go down. Judging your opponent, he may throw the mini skull block die at you and you say no, not using wrestle... forcing them to turn over or reroll.

"...2x Necro's, 2x Orcs, 1x Chaos Dwarf, 1x Lizards, 1x Pro Elves and 1x Skaven."

Wrestlers are quite good against all these teams. The 2 to watch out for are Elves and Skaven because they are going to have pace on you. But watch all those big players being thrown to the ground is fun.

Re: Where to go with this DE lot?

Posted: Mon Aug 15, 2011 8:33 pm
by Khail
I always developed my line elves in the following manner:

Skill one - pray for doubles (Guard), if not take Dodge.
Skill two - pray for doubles (Guard), if not take Wrestle.

If you get doubles on either of the first two rolls, follow it with Block.

This is a long term strategy - it gives you time to develop into Guard. You'll regret taking Wrestle as your first skill if you roll doubles on your 2nd. Block isn't necessarily a bad choice for a first skill, but I want Wrestle if they're not a Guard, and Block if they are, so it makes sense to go Dodge first.

Re: Where to go with this DE lot?

Posted: Mon Aug 15, 2011 8:59 pm
by Smurf
I don't see the over all loss with wrestle/guard. If I took block then I could get hit about more and still go down. Ok the guard may be lost by wrestle, but it can get rid of all sorts of players, either down or wrestled down.

Wrestle is underrated and it is fun.

Re: Where to go with this DE lot?

Posted: Mon Aug 15, 2011 9:10 pm
by Smeborg
smurf - I agree that Wrestle is (greatly) under-rated by many, but I feel it is much better in attack than defense. A 2D block against a Wrestle player has only a 1 in 12 chance of coming up with a Both Down - i.e. quite rare. Whereas in attack against a Block player, or combined with Tackle against a Blodge player, Wrestle is outstanding.

All the best.

Re: Where to go with this DE lot?

Posted: Tue Aug 16, 2011 6:27 am
by Anglakhel
Khail wrote:I always developed my line elves in the following manner:

Skill one - pray for doubles (Guard), if not take Dodge.
Skill two - pray for doubles (Guard), if not take Wrestle.

If you get doubles on either of the first two rolls, follow it with Block.

This is a long term strategy - it gives you time to develop into Guard. You'll regret taking Wrestle as your first skill if you roll doubles on your 2nd. Block isn't necessarily a bad choice for a first skill, but I want Wrestle if they're not a Guard, and Block if they are, so it makes sense to go Dodge first.
I do the same thing, in general, with my Dark Elf Lineelf development.

Re: Where to go with this DE lot?

Posted: Tue Aug 16, 2011 7:14 am
by Da_Great_MC
Khail wrote:I always developed my line elves in the following manner:

Skill one - pray for doubles (Guard), if not take Dodge.
Skill two - pray for doubles (Guard), if not take Wrestle.

If you get doubles on either of the first two rolls, follow it with Block.

This is a long term strategy - it gives you time to develop into Guard. You'll regret taking Wrestle as your first skill if you roll doubles on your 2nd. Block isn't necessarily a bad choice for a first skill, but I want Wrestle if they're not a Guard, and Block if they are, so it makes sense to go Dodge first.
I totally, 100% agree.

Re: Where to go with this DE lot?

Posted: Tue Aug 16, 2011 8:10 am
by duckwing
El_Jairo wrote:
On skill choice I'm not completely clear: I was going to test wrestle or block on the WE, JU seems just to scream for wrestle but it is a bad option for a ball carrier. So I'm looking to put wrestle next on a line elf.
I don't think you should use the WE as a ball carrier. She's much better suited as a ball hunter. Give wrestle, leap, strip ball and no cage will be safe.

Re: Where to go with this DE lot?

Posted: Wed Aug 17, 2011 12:57 am
by El_Jairo
Interseason Cup Game 3:
http://imageshack.us/photo/my-images/23 ... nter3.jpg/
http://imageshack.us/photo/my-images/85 ... pastp.jpg/

I went for leap on the wrestle witch because I like having wrestle when the opponent has block to protect the ball carrier. I see use for Strip Ball but I was thinking Side Step for side-line duty. But I must admit the wrestle + strip ball looks now a better choice than Tackle.
Could you spam 3x Strip Ball to be an effective strategy?

Crowd surfs should go up too.
Especially since the Kickher Line Elf picked up guard this game.

We are back with 11 dudes and 50k in Treasury for next line elf or second runner? Double NoS is tempting... :orc:

What would your pick next purchase.

I think Line Elf, Runner, +TRR if no other casualties end bad.

Re: Where to go with this DE lot?

Posted: Wed Aug 17, 2011 7:43 am
by neverworking
One thing I've noticed is more than many teams, dark elves offer a lot of variety in successful ways you can play them, so sometimes one person's perfectly great advice doesn't mesh as well with another player's equally great advice. I think this adds to the tricky element of learning to manage the team.

I would not worry about the move, ag or av broken lineman, but I would also be eager to replace them when/if the cash became available and their skills weren't stats/doubles/kick. The ag broken lineman in particular is debatable since he is only carrying a normal skill. It is not hard to level a rookie elf. The guard elf though is worth keeping. I have managed to keep alive my av7 wrestle/kicker for an eternity (maybe 40-50 games) since he spends part of the game on the bench and never goes on the d-line.

The runner is probably the one place where I would not have gone that route. Leader only saves you 30k in team value, and elves can usually get by with 2 for a long time and 3 is plenty for the long run. On an AV7 player that has neither block, dodge or wrestle, he may not even be on the pitch in the 2nd half to put that skill to use a 2nd time. I use my runner(s) as the initial ball handlers, but don't normally score with them, handing off to the player who is best able to score at the appropriate time. I find that even if I had block I would usually dump-off when blitzed, so I always opt for wrestle over block because it at least has the ability to take down the attacker. Barring a stat increase, the first skill will always be wrestle on my runner. This also makes for a good safety on defense if needed. For all the good of NOS on the dump-off, I take pass instead as the 2nd skill because in most situations there is little difference on the dump off, but pass is a more versatile skill that can be used in your turn as well. If 2 TZs are involved in the blitz and no other skills: NOS is accurate 83%; Pass 75%. If 1 TZ is involved in the blitz NOS:83%; Pass 89%. I should emphasize I am taking pass because its more versatile, not because I want to always pass or play like one of the other elf teams. Your runner is still quite valuable, just a different approach than I would take.

I would probably opt for adding the 2nd runner first, but this is as much because I'd prefer to build a runner a different way as anything. If the runner was more to my usual style, I would replace the ag3 line elf first in all likelihood. In either case I would want some extra cash over the price of the player in the bank before the purchase in case I needed to replace someone else in the near future. My schedule and TV/inducements in upcoming matches could alter the plan a little too.