New dark elf team

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Zen
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Post by Zen »

Do Dark Elves need the 2RRs?

I've started two leagues with the same formation and have done OK (runner up both times), with the following set up:

1 Witch Elf
2 Blitzers
1 Thrower
7 Lineman
1 Re Roll
6 Fan Factor

Now I am intrigued with this not buying a thrower from the start (gives me FF 8 or 20,000 towards the Apothecry), but do DE need 2 Re Rolls?

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[url=http://g3online.tripod.com/][img]http://andrewgpaul.homestead.com/files/g3logo.gif[/img][/url][i]Anything but a one... It's a one!

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Haar
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Post by Haar »

Dark elves can get away with only one reroll, especially if you never forget to move the turn marker, but two is much better.

The starting DE team has no dodgers (unless you buy witches), no sure hands, a few block players. Having two rerolls means you can overcome double skulls, failed pick-ups, and can also be more aggressive (dodge through traffic, etc).

I would say that there is no one recipe for a starting DE team. Zen's team is an interesting mix, which could do well in the right situation. Just remember to spread your TDs and SPPs around. So then those 7 line will end up being powerhouses with cool stuff like block, leap, guard, strip ball, etc.

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roysorlie
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Post by roysorlie »

Drop the thrower.

Any lineelf will suffice for passing the ball. And dark Elves are best with the running game anyway.

If you get a thrower, he tends to hog all the comps, and if you want to develope the team all round, it is better to try spread the comps around the lineelves. At least to begin. The price of the trhower also reduces the amount of FF you can have, and you should try to grab as much FF as possible, at least 7 or 8.

Later on, you might want to buy a thrower, to free up your linemen for other things.

Also, whenever possible, let a lineelf score a TD. I often try to run 1 or two lineelves that need SPP upfield, in case I get a chance to score a TD with them. Check out mty dark elf team, just click on the coachname on my signature, and view the Last CHancer's. You'll see what I mean.

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Post by kadu-c »

Dark Elves teams are probably the more difficult teams to start in a league because of the money and the cost of players...

The most important thing is to begin with a good FF to earn lots of cash, and try to play against teams with a good FF too (if you can choose !!) at the start of the league.

2 RR sound good, considering you won't have very skilled players in your starting team.

An Apothecary is the 1st thing to purchase !!!

During your 1st games, try to minimize your CAS, dodging your players out your opponent's tackle zones.
Then, after few games, with your roster full of Blitzers and Witch Elves, you will be able to play "hard" if you want.

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Democritus
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Post by Democritus »

I have been thinking on what to buy for a starter team. I have come up with three new shoping lists. Tell me what you think.

#1, A solid team, high FF and good amount of ReRolls, 10k to spend on a apothecary later on.
----------------------
1 blitzer 100k
10 linemen 700k
2 ReRolls 100k
9 FF 90k
10k to spare
----------------------
#2, Drop some FF to get one more ReRoll. Is it better to start with one more ReRoll, later worth 100k instead of 40k worth FF?
----------------------
1 blitzer 100k
10 linemen 700k
3 ReRolls 150k
5 FF 50k
----------------------

#3, one more blitzer at the cost of a lower FF.
----------------------
2 blitzers 200k
9 linemen 630k
2 ReRolls 100k
7 FF 70k
---------------------

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Post by sean newboy »

I would go for 1 or 2.

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Post by Jerhod »

I'd go for 3. :)

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Post by Darkson »

With the way my elves survive, I'd go 1 or 3.

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Post by Asperon Thorn »

1 or 3. FF is hard to get back up, and you need to flesh out that roster ASAP.

1) leaves you hurting without only 1 "speed" player, but the FF is good, just be prepared to lose the first couple of games.

3) Is my standard starting roster. It has its problems, but all around I think it is the best.

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Post by wesleytj »

1 or 3, preference towards 1 since that's exactly what i originally reccommended.

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Post by DoubleSkulls »

#3 - Its better balanced than #1.

#1 lacks pace and skills you'll have a very hard time to start, where #3 gives you a few more options.

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Post by Old Man Draco »

Yep, I'm late

Started with:
12 lineman 840
1 apo 50
1 RR 50
6 FF 60

Gives you 1 reserve and as RR are relatively cheap you can buy them after about two matches!

(Boy I do miss the special play cards that make the big money)

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Post by Maniac0301 »

Hmm my DE startup was rough but I found it to be viable although winning was hard and I think makes for a strong mid TR team.

11 Linelves 770k
3 ReRolls 150k
8 FF 80k

I played to get everyone a couple SPPS each. I would designate two scorers every kickoff and try my best to get them the TD so that I could get each linelf 1 skill asap. After I got some money rolling in and got some positional players they quickly gained skills but having those skilled linelves is very nice. At one point I had 2 linelves with guard but they were killed pretty quickly. Having a player with guard that can dodge in and out of where they are most needed is amazingly useful for opening holes. My only problem with these guys are my abysmal rolls. My record for double 1's on the first dodge attempt is 4 turns in a row blowing thru my entire stack of rerolls.

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Post by Diesel »

I started a team in PBeMBBL with

1 Witch
10 Linemen
2 RR
9 FF

They lost their first game 2-1 and got 2 SI. Got an APO and never looked back - won their next 3 games then drew and won...

Here they are now - not a bad team. http://www.pbembbl.org/teamView.php?teamid=68

Just keep everybody passing. Got the Thrower 2 games ago - skill in 2 games, now going to max out on Blitzers and replace the injured.

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Post by Zy-Nox »

Thrower blitzer 8 lino 2 rr 8 ff

I just like a thrower from the start
Blitzer is exactly what his name states (he will be all over the pitch making important hits)
when your liners die you just replace them with position players.
Its the way i run all my elf sides, and works :roll:

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