Diving Tackle will also tie up players you were unable to knock over. Side Step for greater positioning (especially near the side lines where your Witch Elves threaten) and staying next to players you are marking. As usual Dodge first, though if you are in a Dodge heavy league, Tackle might be more useful first and then Dodge. I would look to build two this way and they are useful for both going after the ball carrier or marking receivers or blocking running lanes. Normal: Dodge, Tackle, Side Step, Diving Tackle.As usual +ST is brilliant as is +AG and +MV can also be a great asset. Mighty Blow is also worth considering but I would say Guard will be far more useful all around. Diving Tackle will tie up players you don’t want getting away, though it is more useful if you have Side Step already.įor Doubles Guard is probably the best choice as you have no players on the team with strength skill access and with Block and Dodge keeping them upright and their higher armour means they are the best equipped to have Guard. Jump Up can be useful to keep your movement and get extra blocks in. Leap lets you get at the Ball Carrier and you may consider taking this before Tackle if you already have another Blitzer with Tackle/Leap. Tackle follows on to deal with Dodge players if you are light on Tackle and there are lots of Dodge Players. (Wrestle and Strip Ball is also good on a Lineman but they usually will take longer to skill up.) You may also consider taking Strip Ball first before more players get Sure Hands. Strip Ball next up to get the ball off any non Sure Hands Ball carrier, it is even worth attempting this most of the time if you are doing a two dice block in their favour. This build is most useful early on when most teams aren’t going to have a Sure Hands ball carrier, I start all Blitzers off with Dodge as you are light on Rerolls, they will be dodging a lot and it makes them even harder to knock over. Normal: Dodge, Strip Ball, Tackle/ Leap, Jump Up, Side Step/Diving Tackle.Having four Blitzers let you screen off other players well and once you have the ball secured or screened off in the other half you should have a number of players who you can use to score with. Somewhat of a cross between the standard Elven tactics and a traditional caging team. Having four as well means you can cover practically any where on the pitch with them, especially as they are mobile.ĭark Elf teams are also quite a bit slower than other Elves so scoring quickly isn’t as easily done and you tend to play more in a mobile cage using strategic hits. As they start with Block you can get there quicker than your elven counterparts who also need to take Block or Wrestle in addition to further skills. There will be some overlap but you can specialise individual Blitzers in order to take on different types of opposing players. The fact you have four of them as well means it is quite easy to build them all up in slightly different ways to perform different roles. Also with expensive players you won’t initially be able to afford many rerolls, so Block will cut down on turnovers.Īs they are fairly speedy and come with decent armour and Block they will be doing a lot of the leg work on the team. This is something I encourage as Block is really good early on, AV8 stands up better than the AV7 players. Given the changes to Fan Factor in the current rules it is also quite easy to start with all four in your starting line up. Dark Elves are very good at the running game, partly because they don’t have recognised Throwers and Catches like the other Elf teams, but because they are the only one that has access to four Blitzers.
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