Dark Elf Optional Development
Posted: Wed Feb 13, 2013 12:50 am
I've been thinking about ways to develop a Dark Elf team beyond its initial steps and I think I have few a builds I'd like to test out, so I was naturally wondering if other people had comments or experiences.
First of all, Runners. I'm more and more dubious about these guys, simply because they are AV7, but I can't say I don't get any mileage out of them. I do like one on the team/field. I'll certainly forego them for the initial start-up and maybe for a longer time after that than I used to, but once your team has enough survival skills to not completely disappear off the field in brief bouts of opposing luck in blocks, I don't think the AV7 is necessarily that bad. I like the Move 7 on my ball carrier, who doesn't have to be a Blitzer and while Dump Off is not an excellent skill, I do like it when it is on the field.
If I position my Runner for Dump Offs (not out there waiting for the Block of course, but protected in a pocket with an eye for dumping off), why not give him Wrestle? That's not the usual choice for a Runner (or a ball carrier!), but if he is there only to move the ball along when the enemy breaks into my cage/pocket/screen, why not have an ability that stunts the opponent's strike while at it? Potentially bringing the blitzing opponent down can be a big improvement to my maneuverability or counter blocking on my next turn.
Next up, Linemen. Block/Dodge, Wrestle/Dodge and Wrestle/Fend all are relatively obvious alternatives and I'm not here to debate which alternative is best. Instead, I'm forwarding Wrestle/Diving Tackle as the alternative, with Sidestep/Dodge as the third and fourth choices (with perhaps Fend or Tackle replacing Dodge).
Basically, the idea is to capitalize on Dark Elven defensive expertise, but do it in a way that does not risk the expensive Blitzers and Witch Elves. Usually when time comes to do or die and break the shell of the cage, marking the ball carrier with one or a couple of Sidestepping Diving Tackle players, it tends to be the Blitzers (with their superior skill progression) who get put in there.
In this scheme the Blitzers are an offensive echelon or counter-defensive screen that provides the elastic, hard to crack spine to the team (with Block/Dodge/Sidestep before anything else enters the picture), while the Linemen get placed in the more dangerous spots. The pay off is that even if your scheme fails, your team maintains cohesion. Also, the inclusion of Wrestle placed against the opposing ball carrier and his escort has advantages though ; if any of the cage players go down in trying to extricate themselves this will again markedly weaken the opposing offense for the coming turns. The negative is that at only two skills the Wrestle/Diving Tackle players are not as good at their duty as a corresponding +2 skill Blitzer. The question that nags me is that will those players work adequately enough without Sidestep (because you're probably not likely to have too many three skill Linemen around)? Alternatively, one Blitzer (with Sidestep and Diving Tackle) can pair up with one or two Linemen in this fashion, bringing at least some of that Sidestepping glue to the mix. of course, instead of a Blitzer, it can be an experienced Lineman.
I'm not actually sure that is not all that novel, but it is different from how I usually think about divvying up roles in a Dark Elf defense.
First of all, Runners. I'm more and more dubious about these guys, simply because they are AV7, but I can't say I don't get any mileage out of them. I do like one on the team/field. I'll certainly forego them for the initial start-up and maybe for a longer time after that than I used to, but once your team has enough survival skills to not completely disappear off the field in brief bouts of opposing luck in blocks, I don't think the AV7 is necessarily that bad. I like the Move 7 on my ball carrier, who doesn't have to be a Blitzer and while Dump Off is not an excellent skill, I do like it when it is on the field.
If I position my Runner for Dump Offs (not out there waiting for the Block of course, but protected in a pocket with an eye for dumping off), why not give him Wrestle? That's not the usual choice for a Runner (or a ball carrier!), but if he is there only to move the ball along when the enemy breaks into my cage/pocket/screen, why not have an ability that stunts the opponent's strike while at it? Potentially bringing the blitzing opponent down can be a big improvement to my maneuverability or counter blocking on my next turn.
Next up, Linemen. Block/Dodge, Wrestle/Dodge and Wrestle/Fend all are relatively obvious alternatives and I'm not here to debate which alternative is best. Instead, I'm forwarding Wrestle/Diving Tackle as the alternative, with Sidestep/Dodge as the third and fourth choices (with perhaps Fend or Tackle replacing Dodge).
Basically, the idea is to capitalize on Dark Elven defensive expertise, but do it in a way that does not risk the expensive Blitzers and Witch Elves. Usually when time comes to do or die and break the shell of the cage, marking the ball carrier with one or a couple of Sidestepping Diving Tackle players, it tends to be the Blitzers (with their superior skill progression) who get put in there.
In this scheme the Blitzers are an offensive echelon or counter-defensive screen that provides the elastic, hard to crack spine to the team (with Block/Dodge/Sidestep before anything else enters the picture), while the Linemen get placed in the more dangerous spots. The pay off is that even if your scheme fails, your team maintains cohesion. Also, the inclusion of Wrestle placed against the opposing ball carrier and his escort has advantages though ; if any of the cage players go down in trying to extricate themselves this will again markedly weaken the opposing offense for the coming turns. The negative is that at only two skills the Wrestle/Diving Tackle players are not as good at their duty as a corresponding +2 skill Blitzer. The question that nags me is that will those players work adequately enough without Sidestep (because you're probably not likely to have too many three skill Linemen around)? Alternatively, one Blitzer (with Sidestep and Diving Tackle) can pair up with one or two Linemen in this fashion, bringing at least some of that Sidestepping glue to the mix. of course, instead of a Blitzer, it can be an experienced Lineman.
I'm not actually sure that is not all that novel, but it is different from how I usually think about divvying up roles in a Dark Elf defense.