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#11
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| I use 5th. ed. fantasy dryads instead of the bb woodelfteam. |
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#12
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| Oh it wouldn't be a problem if I used actual models, however I play the computer version and they look terrible to me on there... I suppose I could look up some character skin mods. |
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#13
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| Yeah, I would go with Tackle and Side-Step. You want to focus more on defensive skills in general for dark elves. Saying that, I am a fan of having Catch on one of the four blitzers. This is not so that I can build a deep receiver though, as I play a running game with them. The build I normally go for is Dodge, Catch, Pass Block, Side-Step and Diving Tackle. The Catch skill is then used effectively both on offence and defence. On offence this player is part of the screen protecting your runner and is a good player for receiving a dump-off if necessary. He can also be the target of a crucial hand-off if you have run out of re-rolls towards the end of your turn. On defence he closes down passing lanes and reduces your opponent's offensive options in general. |
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#14
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| Quote:
Danton of Appocablitz Now fame? Listen to this guy. He knows his stuff. EDIT: Just read your intro post, I recognised the elf pic. Last edited by coachman; 21st August 2010 at 10:46 AM. |
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#15
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| Quote:
They would be a famous team if I had won or drawn the last game of the season, cos then they would be in Div 1 next season! ![]() I have had a lot of practice playing dark elves and enjoy the versatility of the race, but I think there is more than one way to play them effectively, so my take my advice with a pinch of salt! This blitzer build works well for me, but I know many people don't even consider Catch as a skill for anyone on a dark elf team. Just yesterday a dark elf team of mine won the Premier division title in the New Ogham League and my Catch / Pass Block blitzer was the star of the final game. He failed an interception attempt due to a 1+1 roll, but caught two dump-offs and scored TDs after both of them. I don't normally let my runner get hit if I can avoid it, but my opponent had a human blitzer with 5 Ag and strip ball who he kept dodging into my cages with, so having the extra security of a reliable dump-off receiver made it virtually impossible for him to get the ball off me on my drives. The same is often true against wood elf teams who are likely to leap their wardancers in to attack the ball carrier. |
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#16
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| Hey, I just started a new(my first) DE in the public league. After the fourth match now two of my Blitzers lvlt-up. The first had a normal roll so I picked Dodge. But the second got AG+1 as an option. ST would be an autopick, correct? But I am not 100% sure about AG. I wasn't actually planning on turning one into a catcher because I think having more "muscle" is slighter better and even a "naked" Blitzer has still AG4 and so will be able to catch balls at least with some success. Like in the throwerthread I would love to hear some thoughts because I am still trying to figure out what is best. And if you choose AG+ would you take the typical receiverskills or just continue with the types described in the article from the Coach. thx a lot. |
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#17
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| Take +Agi, no questions asked in my opinion. Even if he never touches the ball again (so utterly ignoring catching/passing here) +Agi is still awesomely useful for dodging past blockers, getting into cages, and being an utter pain to stop. Next level you can still pick up Dodge and then just imagine how hard it will be to stop him... *Shudders* As for what to pick after, I'd just continue down the normal blitzer line. Agi 5 is plenty for the occasional pass/catch, you really don't need to add more skills, he'll be fine. Dodge, Sidestep, Tackle, Strip Ball/whatever still seems like winning picks to me. |
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#18
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| In the Cyanide game, I played a DE player who had all 4 Blitzers (and several linemen) with Dodge and Sidestep and found them incredibly frustrating to play against on both offence and defence. It was incredibly hard to take them down and by the end of the game I was almost loathe to tackle them as I was just inevitably moving them into better positions 70% of the time. If you could combine this with a little bit of guard you have a team with great survivability, one that your opponent will often tackle right into the heart of his own cages and a very slippy eel-like cage of your own that will often slide downfield despite your opponents best efforts. This team might be less effective vs dwarves or other opposition who bring a lot of tackle, however as a ag4 across the board team with superior movement and a couple of players with spare pass skills and you can adapt to a passing game on the fly to counter such teams (and who doesn't like a bit of variety?) |
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#19
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| I would take the AG increase. Like Murkglow said you can then dodge through tackle zones even easier. It also means if you get Leap that you can leap on a 2+ which makes them really mobile. I hardly ever take "receiver" skills like Catch on any players, throwing the ball is something usually avoided. A hand off will usually suffice if you need to move the ball, especially for AG4 teams.
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#20
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| Definitely take the Ag boost and then add: Dodge, Leap and Strip Ball for a nice ball-extraction player. Like Coach says being able to leap on a 2+ is gold for any player. |
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They would be a famous team if I had won or drawn the last game of the season, cos then they would be in Div 1 next season! 
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