How to play Dark Elves

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Cooper
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How to play Dark Elves

Post by Cooper »

ok, i am going to play my second game with them soon...
I lost the first one big time, and have never played Elventypes before...
(i did a search on how to beat humans with Dark Elves, but that didn't work out to great..maybe wrong words)

Any pointers?

I have got a team with 3 blitzers and 8 line-elves, 1 Apo, he has got a team wit 12 players of all different kinds,

W

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Post by Darkson »

Re-rolls, FF, skills?

And your opponents roster?

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Post by wesleytj »

well depending on what you bought after the first game i'm willing to bet you started your team poorly...at least imo. By having 3 blitzers you've spent too much money for ff and rr....you can only buy ff when you make the team and it's VITAL, and rr's are important early on as well, plus they cost double later too.

but in general i'll say that the main advantage you have over humans is versatility. every guy on your team is ag4. that makes them all very good scorers, passers, dodgers, etc. and your line elves stack up agianst theirs just fine on blocks.

go after their thrower(s) whenever he is on the field. If you take out his thrower, he suddenly has a real hard time picking up the ball. Foul him mercilessly...you are dark elves after all. If you don't feel like fouling with them when it's clearly advantageous to you, maybe you were mistaken and should paint cutesy little flowers on your guys and call em high elves.

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Post by Cooper »

Darkson wrote:Re-rolls, FF, skills?

And your opponents roster?
Ok, i think indeed i started my team with too little FF...started with 4, is 5 now, 2 RR (bought an apo after the first game) (one blitzer got leap)

opponents roster: 1 thrower, 2 catchers, 3 blitzers, 6 linemen, 2 RR, 7FF, 1 apo....


So basically what you are saying is: kill his thrower? and foul because it is in style? Anything more?
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Post by Redfang »

Plain and simple guide on how to beat humans (or any other team) with Dark Elves (or, indeed, any other team)

A) Keep your players alive and on the field; don't let them get injured
B) Score TD's
C) Prevent the opponent from scoring TD's
D) Kill his players or at least hurt them a lot

If you manage to succeed in A and D successfully, this will help you on performing B and C. Still, they are the main objectives, and you should not forget about them!

:D

R

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Post by Redfang »

More seriously. Not a way to win or anything, just some handy tips that may help you.

On offense, one of the best manouvres I've used with Dark Elves successfully is to blitz a "wedge" near (not too near) one of the sidelines, forming an elongated cage-like construction with Line-elfs with the Blitzer that is too score within range (with or without GFI) of the endzone. The thrower/a line-elf stands further back with the ball (in your own half, out of reach of the enemy, shielded if necessary).
When the wedge is built OK, your opponent can only blitz one of the shielding LE and move into contact with your blitzer/receiver or make a lot of impossible dodges to getto the receiver.
On your second turn, blitz/block a path for the receiver to move through (one of the line-elfs forming the wedge can now also be used as receiver if necessary or handy), than get the ball (pass/hand off or both) to one of you scorers in range, and score.
Often a receiver moving down the other side of the field from T1 as a distraction/second scorer is also a good idea.

On defense much depends on your opponent, but DON'T get lured into a blocking war.
If your opponent plays the passing game, blitz his receivers and block their path (as normal) also send out your (Leap) Blitzer(s) to harrass or if possible blitz his thrower.
If your opponent plays a cage-game, just keep your line back from the cage 1 square, forcing him to 1 square forward maximum per turn, until he might make a mistake; be ready to profit from that. The slow movement you limit your opponent to means he will have to make a wild dash for the endzone after a while... This is your moment!

Also remember that you have the speed to score in 2 turns and that this score can be hard to defend against...

I have never really studied the possibility of getting a cage of DE's running down the pitch, but it might be possible, if you keep momentum, for a couple of turns; just don't end your turn with too much DE in tacklezones (ideally none, so your opponent can only hurt you with a blitz!)

R

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Post by berserker »

On defense I always send 1 or 2 players upfield to annoy the ballholder and to threaten my opponent. This is even better if they didn't picked up the ball yet as they get under pressure. Often one of these get the blitz so the "real" defenseline is tranquil as I avoid being in my opp tacklezones.

If they are still up they can blitz the ball holder next turn if the cage isn't 100% ready yet. One player need to follow the cage from behind so he can come in if there's a gap (and often there will).

Also if you somehow get the ball you can pass to these players and go score as often they are behind the last defender.

So my advice is: do not wait for them to come, slow them by dodging out of tackle zones so they only get a blitz and disturb-pressure them as much as you can

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Post by sean newboy »

Redfang has it. The only extra i would add is, u have 3 opponents to target, the thrower and the 2 catchers. Make those 3 priorities.

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Post by Asperon Thorn »

Not in that order, though. Get his catchers first, they will be easiest. Then get his thrower because with RR's he can still do short passes to his blitzers AND it has sure hands. (Of course if you get an oppurtinity to get a 2 die block or foul on his thrower and have to choose between that and a catcher go for the thrower.)

After that, the Blitzers would be tempting, but I would hit the linemen. Dark Elves like to hit the weak not the strong.

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Post by Cooper »

Well i played, and went for the catchers a few times...
i should have won, with 2 fumbled scoring passes, and the public throwing the ball right in the hands of a filthy human in my back field...
1-1,
W

Now, i rolled double 5 for a lineelf...what do i do?
I am tempted by Guard, but went for leader...
good choice?

W

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Post by sean newboy »

Either 1 is good.

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Post by martynq »

I would have gone for Guard myself. I did take a Leader for my dark elf team, but with hindsight I'm not convinced it was a good choice. Long-term you will have plenty of re-rolls (at least 4) and the Leader re-roll won't be so useful. (You don't have any Big Guys to use it, for example.)

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Post by Asperon Thorn »

Long term I would agree with Martynq, but I would have taken leader also. It will be a while, yet, before you are able to afford that 3rd reroll, since you need to max out those witch elves and blitzers first. By the time you are able to afford rerolls, who can say that the linelf will still be alive.

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Post by Democritus »

I agree with Asperon Thorn, leader is a good choice in the begining. The first priority is to get all positionplayers, after that buy RRs.
So it could take a whiel until you get that 3rd RR, guard can wait.

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