Dark Elves and the Current Rules (LRB 1.3)
- Al the Rat
- Experienced
- Posts: 148
- Joined: Tue Oct 22, 2002 3:32 pm
- Location: London, UK
Hmm an interesting discussion which I'm liable to throw right of course. My group is starting a new league. Following the success of the Human League (cue I met her in a cocktail bar jokes), we are starting the Elf League tomorrow. All teams must be elven. My mates have mostly gone for Darkies and Woodies, leaving me breaking the habit of a lifetime a choosing to play with High Elves. So my question is essentially would you transfer the all lineman start theory to High elves, or do people think that the liklihood of less bashing might be worht risking buying a couple of position players early?
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- Xynok
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- Joined: Fri Oct 25, 2002 8:10 pm
- Location: Springfield, MO
I would adopt the same theory personally. In fact, the only Elf team I would build differently are the WEs; their Catchers are simply too enormous once they get Block. It is worth going to 5 FF for a player with 9MA, Catch, AND Dodge in my opinion.
The other Elf teams either cannot afford the loss of their Skill Players based on their cost and what they do for the team, or their Skill Players are simply too expensive for what they are.
Also, DEs and HEs both have a strong running game because of their 8AV. WEs are purely a passing team, so building a Catcher from the start is the way to go. The other Elves need a supporting cast (ie Lineman with skills) in order to take full advantage of their skill positions, and the fact that while their passing game cannot be ignored, they are very capable runners.
The other Elf teams either cannot afford the loss of their Skill Players based on their cost and what they do for the team, or their Skill Players are simply too expensive for what they are.
Also, DEs and HEs both have a strong running game because of their 8AV. WEs are purely a passing team, so building a Catcher from the start is the way to go. The other Elves need a supporting cast (ie Lineman with skills) in order to take full advantage of their skill positions, and the fact that while their passing game cannot be ignored, they are very capable runners.
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- Moonsong
- Experienced
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- Joined: Fri Aug 16, 2002 11:32 pm
- Location: Italy
Must roll a double, though. Much better spent on Guard, Mighty Blow, or Jump Up. That said, my High Elf teams (about to start the 5th incarnation of the Dragons in a couple days) never bothered with a Phoenix 'til the 4th or 5th game. Just expect to lose the odd re-roll on that long bomb...Xynok wrote: Simply give a Lineman Pass instead of Block, instant Thrower. Pickup a backup Thrower later on for insurance.
Moonsong
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[img]http://www.bluemax.com/animate/websitefAGIFdownloads/Flags/AllNations/G-N/italy_clr.gif[/img]NAF Italian Organiser
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- Location: Sydney, Australia
apothecaries & development
One thing that has not been given enough publicity to here is the need to start with an apothecary.
With most other teams you can start with 12+ players but not with elves. The apothecary is 20K cheaper than a lineelf and likely going to stop you from need to pay 70k for a new player in game2.
Those of you who think that they will get by game1 without an apothecary and by one with the gate are deluding yourselves. Just wait until that money is blown on an elf to five you 11 players for the next game. It becomes so hard to get the money to get your healer.
The apothecary is even more important if you start with skilled players.
The last DE team I started had
2 Blitzers
9 LineElves
1 RR
7 FF
1 Apothecary
I like the defensive uses of starting with Block on a couple of players. The natural ability of the players meant that rerolls were not needed often and buying rerolls through the season was good for dropping the TR. DEs are a running team and have AG4 so a passer was never a consideration. I didn't start with a Witch 'cos of AV7, but was pleasantly surprised how effective she was when I purchased one.
Once you get a few LineElves with a skill DEs can really control a game.
With my development I found taking defensive skills to be an excellent choice. Elves naturally are good in attack and need little encouragement in that area.
I took Strip Ball and Tackle as my first skills for Lineelves to get skills and as second skills for my blitzers. These players ended up being placed in the backfield stopping many catcher style players.
My Block/Tackle Blitzer was excellent for breaking into cages.
How have others developed your players?
With most other teams you can start with 12+ players but not with elves. The apothecary is 20K cheaper than a lineelf and likely going to stop you from need to pay 70k for a new player in game2.
Those of you who think that they will get by game1 without an apothecary and by one with the gate are deluding yourselves. Just wait until that money is blown on an elf to five you 11 players for the next game. It becomes so hard to get the money to get your healer.
The apothecary is even more important if you start with skilled players.
The last DE team I started had
2 Blitzers
9 LineElves
1 RR
7 FF
1 Apothecary
I like the defensive uses of starting with Block on a couple of players. The natural ability of the players meant that rerolls were not needed often and buying rerolls through the season was good for dropping the TR. DEs are a running team and have AG4 so a passer was never a consideration. I didn't start with a Witch 'cos of AV7, but was pleasantly surprised how effective she was when I purchased one.
Once you get a few LineElves with a skill DEs can really control a game.
With my development I found taking defensive skills to be an excellent choice. Elves naturally are good in attack and need little encouragement in that area.
I took Strip Ball and Tackle as my first skills for Lineelves to get skills and as second skills for my blitzers. These players ended up being placed in the backfield stopping many catcher style players.
My Block/Tackle Blitzer was excellent for breaking into cages.
How have others developed your players?
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Grimhael
- Al the Rat
- Experienced
- Posts: 148
- Joined: Tue Oct 22, 2002 3:32 pm
- Location: London, UK
Further to my previous post I'm considering this:
9 HE Linemen
1 HE Dragon Warrior
1 HE Lion Warrior
8FF
2RR
My thinking is that in an Elf only league I need some speed on defense against those pesky woodies, which the strength 3 Lion provides, whilst the MA 7 Dragon comes with block. The 8FF is high enough to guarantee an apo as first purchase, whilst if my league mates coach true to form I'll probably win all FF kick off results (should be useful for getting bonus rrs). We also play 3rd edition with special play cards. I'm planning to run my luck and stash 50K for my first extra training card asap. Leader will probably be chosen for a Line Elf early too.
So what have I forgotten?
9 HE Linemen
1 HE Dragon Warrior
1 HE Lion Warrior
8FF
2RR
My thinking is that in an Elf only league I need some speed on defense against those pesky woodies, which the strength 3 Lion provides, whilst the MA 7 Dragon comes with block. The 8FF is high enough to guarantee an apo as first purchase, whilst if my league mates coach true to form I'll probably win all FF kick off results (should be useful for getting bonus rrs). We also play 3rd edition with special play cards. I'm planning to run my luck and stash 50K for my first extra training card asap. Leader will probably be chosen for a Line Elf early too.
So what have I forgotten?
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- Super Star
- Posts: 1251
- Joined: Thu May 02, 2002 11:21 am
- Location: Cupar, Fife, Scotland
Re: apothecaries & development
I understand completely what you are saying about starting with an apothecary, but starting with 1 re-roll is equally dangerous. Getting as many re-rolls as possible is (IMO) the only way to go. With woodies, then an apothecary is necessary, but with high/dark elves, the AV8 will help you lasta bit without an apothecary. (OK, with my current dark elf team, I have a line-elf go SI(AV-1) in the first game and I had no apothecary to rescue him. Rather than get a replacement, I bought an apothecary immediately after the first game, so I began the next match with 10 players, but at least I had 2 re-rolls and an apothecary.) It is always re-rolls that I lament the lack of.grimhael wrote:The last DE team I started had
2 Blitzers
9 LineElves
1 RR
7 FF
1 Apothecary
I've only got one skill on each of my players so far, but my long-term goal is as follows:How have others developed your players?
Witch-Elves: Block, Tackle, Pro, Side-Step, and Mighty Blow on doubles.
Blitzers (catcher type): Dodge, Catch, Sure Feet, Pass Block, and Nerves of Steel on doubles.
Blitzer (shadower): Dodge, Shadowing, Side-Step, Tackle, and... erm, I'm not sure of a suitable double choice.
Blitzer (cage-buster-type): Dodge, Strip Ball, Leap, and Dauntless of doubles.
Line-elves (sacrificial lambs): Block, Dodge, Side-Step, and Guard on doubles.
Line-elves (pass-blockers): Dodge, Pass Block, Block, Catch.
Other line-elves: Kick or Leader on doubles, followed by Block, Dodge, etc., etc.
Probably some madness in the above, but it's a noble long-term goal.

Cheers,
Martyn
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