Dark Elves
Dark Elves
One of the more diverse elf teams there are out there. Just like the humans, you have the option of passing the ball or running it and put up a fight. But don't make the mistake of making long fights on the pitch! you may find yourself losing that battle! I recommend that you focus on scoring to gain your spp's and fouling A L O T!
Starting build
4 Blitzers
1 Runner
6 Linemen
2 RR's
Notice that I did not pick an apothecary. When starting out teams, i normally don't get them or they are one of the last things I consider. But usually they are the first thing I want as I begin to build up my team from rookie status.
The first thing when building up your team is to get the Apothecary. Try and keep him exclusive to the Blitzers and/or the Runner at the rookie stages of the team. Your linemen are the fodder and are the ones to be replaced without depleting your funds at the beginning of matches.
The second objective to go for are those witch elves. Once you get them, they will start out being basically your receivers because of their dodge/movement/jump up abilities. They will level fast once you get them.
Then get your assassin. I normally only get one at this stage. Then start replacing those linemen with injuries or deaths if you need to. Then get the extra runner, then extra assassin.
My tactic in regards to the above is to always make sure that I will have enough to replace lost (important) players. So, if I don't have one runner/4 blitzers/2 witch elves, I make it priority to replace them before anything else.
Ok. Lets move on to skill and stat increases.
Runners
Obviously these are the ball carriers and throwers. i focus on that with them.
Runner stat increases:
Strength = Never
Agility = Never
Movement = Never
Armour = in tiers 4+ maybe if trying new things.
Runner skill increases:
1) Nerves of Steel
2) Pass
3) Accurate
4+) Various
The reason i am leaving the rest open is because there are a variety of ways in which you may want to go. Below is a list of ideas you may wish to try and/or follow or possibly make your own if you think its better. This type of player along with the assassin type are flexible to your playstyle. Also, since Diving Catch is more of an option for elf teams, you might want to try hail-mary pass with runners too! Up to you.
-------1-------------------2----------------3-------
4) Dodge------4) Strong Arm (double)--4) Wrestle
5) Block------5) Sure hands-----------5) Sure Hands
6) Side Step--6) Leader----------------6) Jump up
Category 1 is the most commonly used. This method allows him to stay on the pitch longer and adds a bit more to a general all around player.
Category 2 is streamlining your runner to be the ball grabber and thrower. I usually go this route when i get a double with one of them. Also, i only put them in melee voluntarily when they can assist another block. Never will I put them in melee in hopes of stopping an opponent (even from scoring).
Category 3 is a build in which to stay mobile and minimize RR's in relation to the ball. This adds that little flavor of being able to also blitzing the ball carrier to get that ball out of his hands or that one player that needs to be on the ground. I only pick this build when i have two runners and no double increase on either.
When utilizing these players offensively, try and keep them protected. But above all, definitely keep someone close by that the opponent can't get inbetween. Utilize that dump off ability if you have to or want to. And that right there explains why i would pick Nerves of Steel above all other skill increases!
When utilizing these players defensively, try not to get them stuck in the melee of things. With their lower armour than their brothers, they can't take the same chances as them. Consider this when you run into a situation when you normally may need to put them in harm's way. You may just have to let the opponent have his way! Better to fight another day kind of thing!
Witch Elves
These little bitches can be a pain in the *ss to opponents. They are the star players of your team! They can do just about everything and, depending on your skill/stat increases, they can really be specialized! Hard to knock down, but injury prone when they do get knocked down. So taking chances is a decision that you may have to make on the fly with them. Stay away from tackle skilled opponents! I generally use the girls to do hit and runs with! They are my specialized blitzers so to speak and 75% of the time, i am blitzing with them. If they are rookies, they are my receivers until i get block. After I get block, they become my target hitters.
Witch Elf stat increases:
Stength = always
Agility = Only if I want leap
Movement = Never
Armour = Later tiers only and maybe
Witch Elf skill increases:
1) Block
2) Side Step/leap
3) Dauntless
4) Tackle
5+) Varies
Block is always the first skill I get with these girls unless I get a strength up or doubles for Mighty Blow due to their frenzy! If I get an agility increase on tier 2, I will get leap. If I don't, then I will get Side Step instead. Dauntless is needed to deal with some of the bigger guys since guard is not a skill that Dark Elves can get without doubles. I favor tackle to help knock opponents down which is important to open things up and to lead others into fouling. If I roll doubles, then Mighty Blow is the only skill I would pick. The last two abilities are somewhat open for me if I haven't rolled a stat increase. Fend is good, but you shouldn't really be putting yourself in situations often that it would be needed. But its Blood Bowl and all sorts of stuff can happen. For those that like kick, this might be an option as witch elves tend to be back line support defensively. Strip ball might be ok as you don't want wrestle with these girls. You don't want them on the ground for your opponents to foul them. Leap is still good, but I don't like to back it up with RR's so much. So i tend to stay with my agility increase rule above. Sprint and Surefeet would be good for quicker scores or for faster movement. And you might want Mighty Blow or Piling On if you roll doubles too. I generally do get mighty blow with doubles for Witch Elves, not Piling On as this leaves her on the ground. Below are some ideas for the last two abilities.
---------1---------------2-------------3--------------4-----
5) Mighty Blow---5) Sprint------5) Leap--------5) Pass Block
6) Sure Feet-----6) Sure Feet---6) Strip Ball--6) Shadowiing
Category 1 is my main if I get doubles for Mighty Blow. She will be my pin pricker.
Category 2 is if I get a movement stat increase and feel like doing something different. Makes for a quicker scorer if you get multiple movement ups!
Category 3 is designed to make best use of trying to get a loose ball in an opponent's box. i would go with Wrestle, but the last thing i want is her on the ground if it comes to it. So the next best option is Strip Ball as push backs are/should be most commonly rolled.
Category 4 is solely meant to defend against a pass. Not my favorite thing to do but wish to find out if jump up would work in combination of pass block...
Assassins
I like the idea of assassins, but they are the last type of Dark Elf I focus on. They are good once you get multiple block as stabbing multiple opponents is simply fun to do!
Outside of that, I generally make them my foulers or receivers. They can be lethal if Nuffle lets you, so it doesn't hurt to utilize these guys. I personally think they should have the same value as linemen as far as cost. So, again, my opinion of them is that that are a bit overpriced. I get them only if I have an 11 man roster filled with all the other types first.
Assassin stat increases:
Strength = Never
Agility = maybe
Movement = maybe
Armour = Not sure if this adds more to tv than a regular skill increase, but if it does, then i would say never.
Receiver Assassin skill increases:
1) Multiple Block
2) Dodge
3) Block
4) Catch
5) Diving Catch/pass block
6) Jump Up
This is my more common build for Assassins. Don't want to be using my Witch Elves for receiving rolls unless I have to. Assassins already have shadowing, so I put catch on them to help with defending against the pass as well as being a receiver offensively. Pass block for a more dedicated pass defense or Diving Catch for a more dedicated pass offense. Either way is good! I still try and use their stab skill as often as possible! Jump up is always good to utilize this as you can't make hit and run attacks with stab when you blitz with them.
Fouling Assassin skill increases:
1) Multiple Block
2) Sneaky Git
3) Dirty Player
4) Wrestle
5) Dodge
6) Leap
Nothing is more fun than jumping right in a box and hacking away at the ball carrier and being successful!
Wrestle to help avoid armour rolls on knockdowns, dodge to avoid getting knocked down or to actually dodge, and of course to foul a downed opponent with sneaky git and dirty player should help nicely to remove opponents from the pitch! Stab and leap helps to take an alternative approach in taking down the ball carrier in boxes (and hopefully put them in one metaphorically speaking) with all the damn guard out there!
Blitzers
The core of this team as far as need goes. Without them, opponents will waltz through your defense as easy as it is to rip a piece of paper. Without them, RR's get used fast and making small holes becomes unreliable at best! With a little better in speed than humans, these guys are also hard to stop from going anywhere they want.
When using them, they should be the first players you block with to try and open small holes to get another box to form or to open up the sidelines. They are also good when needing to use them in various situations. For example: you don't want to use frenzy, but that first block die could be advantageous, use a blitzer!
Blitzer stat increases:
Stength = always
Agility = maybe
Movement = never
Armour = never
Blitzer skill increases:
1) Dodge
2) Side Step
3) Dauntless/tackle
4) Dauntless/tackle
5) Jump Up
6) Diving Tackle
My most common build is this. If I get doubles, Mighty Blow would be the only skill I would pick and I never pass on a Strength increase for these guys. Other builds are tough to utilize as strength skills are not common place for Dark Elves. Guard might be an option, but since you probably will not get much of this, might be better to not get it and use the assassins when faced with that problem. I don't have much for alternative builds as I never really did much else. Dark Elves were a new team back then, so I don't have much for experimentation with them. If I get a strength up, I don't get dauntless. Not soo much needed if I have an increase in strength.
1) Frenzy-----1) Frenzy---1) Dodge
2) Dodge------2) Dodge----2) Mighty Blow
3) Tackle-----3) Tackle---3) Piling On
4) Side Step--4) Catch----4) Tackle
5) Jump Up----5) Fend-----5) Jump Up
6) NA
These would be the builds I tried before. Keep in mind that the only time I varied was when i had a strength up!
Lineman
These guys are the fodder. Getting them to live long or even stay on the pitch for long is a challenge...lol. There is soo many different ways you can choose with linemen and not many would be a bad way of doing it. So this might be a longer part of the discussions!
Linemen stat increases:
None - I barely chose them back then. With the change with tv evaluation from back then to now, i wouldn't choose any.
Linemen skill increases:
1) Dodge
2) Wrestle
3) Fend/Side Step
4+) Varies tremendously
Dodge is to help the linemen to survive and stay on the pitch longer. Wrestle is better all around except when you are blocking or being blocked holding the ball. And linemen shouldn't be holding on to the ball for very long anyway. Wrestle is also better for the theme thing too. Dark Elves theme is to kill. and what better way to set up fouls! Fend I choose to help slow down the opponent's offense. If they can't follow up, this makes it harder to advance! A decent equalizer too when faced with multiple guard bastards on the opposing team! Step up instead if your prefer instead of Fend. Both have their advantages. After those three skills, you can go just about anywhere with these guys as far a specific rolls. I am only going to list my preferences below as the difference in builds can be numerous.
Fouling Linemen
4) Sneaky Git
5) Dirty Player
6) Pro
Pro is to help minimize RR usage.
Bashy Linemen
2) Block instead of Wrestle
4) Dauntless
5) Tackle
6) Jump Up
Fast Linemen
4) Leap
5) Sprint
6) Sure Feet
Extra non-stab assassin Linemen
4) Shadowing
5) Sneaky Git
6) Dirty Player
Receiving Linemen
4) Catch
5) Diving Catch
6) Shadowing/Pass Block
Like I said, there are multiple builds for Linemen. Choosing just one type is hard to do. But can be fun if you have the right type to irritate the opponent!
Fundamentals of Dark Elf teams:
You want to make poking strikes at the enemy to make your way threw them or to fight back. Don't get caught in trying to make long sustained fights! Hit them and stay out of their tackle zones or you might find half your team back in the dugout area by the time the current drive is over. The idea of a Dark Elf team is to be more effective at doing bashy things than other elf teams.
Offensively, poke your way through their lines and create a box in which to receive the ball or to run the ball. Let the opponent come to you while you threaten TD's. This will allow you to do the first strikes the bulk of the time. Stay away from making single or negative block die rolls. Those witch elves of yours are great, but use them smartly! Always keep a player the enemy cannot get to or get inbetween the ball carrier and receiver. This will allow you to dump the ball off to another player and less worrying about having to pick it back up! Is a great thing to have two runners as you can may have to leave vulnerabilities open every once in a while! Although linemen are generally fodder in my eyes, they are still valuable. So don't go wasting them away trying to do miracles! And don't expect to get too many casualties for spp gains. Most of your casualties will come from fouling and/or stabbing. TD's will be your main focus on spp's, so make sure that is still your priority!
Defensively, try and hammer the opponent one by one if you can. This will allow you to foul and pick off stragglers. That is why wrestle is valuable for Dark Elves. You wrestle the enemy to the ground, and foul the crap out of them. Do whatever you can to get opponents off the pitch while slowing down the opponent. If they make that box, use specialize players to do the wetwork. Don't try for miracles unless you can't do it another way or if there is nothing else to do. Stay out of tackle zones as much as possible and wait for the opponent to become impatient or when an opening presents itself. Don't try and force one! Keep doing this even if the opponent threatens a TD. If you can't get the ball, keep picking them off and whittle them down. Remember, guard does not defend against stabbing attacks! So, if you can stab a guy, have at it. Just remember that when you stab, you can't move afterwards. Also, multiple block will allow your stabber to stab multiple times at different opponents! Assassins can be fun and useful if giving the right situation and abilities!
Just don't get caught up thinking this is a bash team. It isn't as good as you think it is in that department. Playing Dark Elves is very strategic. Utilize your skills and minimize opponent's skills! Good luck! And feel free to leave constructive comments below or via pm.