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Mr_Hayward_99



Joined: Dec 13, 2014

Post   Posted: Sep 26, 2015 - 13:15 Reply with quote Back to top

point taken about my lack of patience.

in terms of DE playstyle...i guess you really need to hold back and learn when to go in for the kill and get the ball...?

With Guard, in theory you want it on your blitzers so then others can blitz in and free then up so they can run off and make a cage somehwere else?
Mr_Hayward_99



Joined: Dec 13, 2014

Post   Posted: Sep 26, 2015 - 13:16 Reply with quote Back to top

thanks for replys by the way
Garion



Joined: Aug 19, 2009

Post   Posted: Sep 26, 2015 - 13:49 Reply with quote Back to top

guard is amazing on blitzers, dont listen to the MB only on blitzers thing, you only really need 1 MB though 2 is nice.

Guard is just an amazing skill if you can get 4guard 1 or 2 mb Block Tackle on your team, an ag5 high Ma leap player then you are pretty much ready for anything.

Also blodge SS is vital.

Thats about all you need to know.

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Timetis



Joined: Mar 31, 2014

Post   Posted: Sep 26, 2015 - 13:51 Reply with quote Back to top

Mr_Hayward_99 wrote:

in terms of DE playstyle...i guess you really need to hold back and learn when to go in for the kill and get the ball...?


Screen 1 step away from the cage all the time; untill your opponent gives you a shot at the ball. Stealing the ball from a cage in a 'safe' manner often comes down to having a single player of yours standing in base contact with one of the cage corners at the start of your turn.

Since your opponent knows this as well, this won't happen that often, but there's a few things you can do to make it more likely.

Blodgesteppers in front of the cage; chainpushing a player into base contact with a corner position, and if your opponent is running out of time he might get desperate enough to have a cage with marked corners (if you were able to stall him well enough, this happens more often than not!).

Guard helps much more with this playstyle. It allows you to block the cagecorner much easier, and sack the carrier.

MB is great for the hit and run style, and great to have once on your team; hit and run works mostly vs other elves/av7 or av8 teams.

GL with the Delves!
tussock



Joined: May 29, 2011

Post   Posted: Sep 26, 2015 - 14:06 Reply with quote Back to top

Most ST 3 teams are about forcing them to move into you to get anywhere, then sticking some Guard in a critical spot and pushing them all back again. The more they have to commit to try and punch through, eventually including parts of the cage, the more you can get pushes that start to threaten the ball.

It's why Undead are so tough early on, those Mummies make great leading cage corners and the reach on the Ghouls when they punch a hole means it's really hard to break their formation.

Elves and Zons have the extra ability to dodge a few away each turn to assist other blocks, short cut the distance to a blitz, and avoid too many return hits. Dark Elves in particular have the Assassins to make it more dangerous for many teams to close up, and also the Witches to better open up gaps for their Blitzers (and keep their cage off the sideline where it's harder to break).

Elves become superb if you can get them short on time, so they break and run with a partial cage, or just the one cover. The safer dodges and high speed Blitzers have great reach, and the pickup-handoff-pass chains if you turn it over are reliable and can cover end to end easily if you've got players in place for them.

Charging into them as a defence, unless you've got specialist Leap-Strip types to pop the ball with just a couple of players, that's really a game for the ST 4 teams, or Dwarves.

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MDeLarge



Joined: Aug 07, 2013

Post   Posted: Sep 26, 2015 - 14:07 Reply with quote Back to top

I was talking considering his team. I think in normal development path is better giving guard to the linemen simply 'cause a Guarder is punched more often than a Mighty Blower, so because the Delf blitzer is more expensive and he got a extra Mv what is always useful to blitz somebody. That's because I wrote that.
Obviously that I was talking about a normal development in a rookie team, things always change when the player begins to stat up.
MDeLarge



Joined: Aug 07, 2013

Post   Posted: Sep 26, 2015 - 14:17 Reply with quote Back to top

About the "Hit and Run" and the "Stand your ground through Guard" tactics... I guess both are cool, but with a Elfy team I guess it is better trying to overrunning the opponent. Well, I am talking if you face some Human kind team (Maybe Orcish kind team too). If you face to another Elfy team I though that the opponent will try to do the same to you, but I guess I am deviating this topic a little.

So my advice: Take as many MBlower, guarder, +st, +Ag, +Mv, +Allthatyoucould as you can Mr. Green
uzkulak



Joined: Mar 30, 2004

Post   Posted: Sep 26, 2015 - 14:35 Reply with quote Back to top

Mr_Hayward_99 wrote:
point taken about my lack of patience.

in terms of DE playstyle...i guess you really need to hold back and learn when to go in for the kill and get the ball...?

With Guard, in theory you want it on your blitzers so then others can blitz in and free then up so they can run off and make a cage somehwere else?


I dont think you can bring in too many hard and fast rules with dark elves as they do have quite a fluid playstyle where the details should change depending on who you are playing and how you have built your own team.

However, in general, you should have no players in contact with an opponent at the end of your turn - UNLESS you are intending a serious attempt at stealing the ball in the next turn. When you do blitz the ball carrier try to ensure you will have a good chance to get control of the ball in the same turn. There is no point popping it loose if its likely your opponent can take it back again next turn and put some serious pain on your team at the same time.

In terms of scoring on your own offence, my view is the best time is turn 5, so that you can make a concerted attempt to steal the ball and grab the 2-0 for half time.
MattDakka



Joined: Oct 09, 2007

Post   Posted: Sep 26, 2015 - 14:39 Reply with quote Back to top

Mr_Hayward_99 wrote:
HI All,

struggling to play DE that well. not sure whetehr should be hitting or dodging . guess it depends who im playing.

my team is below....do you think i should take guard or MB on my blitzer that just leveled up?

https://fumbbl.com/p/team?team_id=805779

thanks

You should be hitting the teams you can hit reasonably safely, for example Dark Elves should be hitting Wood Elves and Pro Elves, while they should be dodging when playing vs Orcs or Dwarfs.
As general rule (mind, there can be exceptions) you should:
- bash the agile teams and the stunties;
- dodge from the bash teams;
- vs Hybrid team: situational, but in most situations you are going to dodge more than to bash.

I'd take MB on the Blitzer and Guard on the Linelves.
Mr_Hayward_99



Joined: Dec 13, 2014

Post   Posted: Sep 26, 2015 - 17:41 Reply with quote Back to top

great advice thanks . i think where i struggle is positioning on my assisting players, so that after a blitz or a hit the asister is still in contact. i guess its about ensuring your in the right square all the time when undertaking the hits so that afterwards you and assist players are free from a beating next turn. I think by making sure you are more than 1sq away will help i.e. a player can mark 2 players if they are more than 1 sq appart.
licker



Joined: Jul 10, 2009

Post   Posted: Sep 26, 2015 - 19:41 Reply with quote Back to top

JimmyFantastic wrote:
MDeLarge wrote:
Mb on blitzers, guard on linos, allways


I prefer the rule of Guard on Blodgers and MB on others.
At least until you have your first MB.


There is no 'always' with DE, other than always never hire assassins and runners.

Guard is a great skill for any elf team. MB is also a good skill, but less valuable that guard overall. Still, you want one MB player to serve as your primary blitzer. Additional MB players have limited value unless you are playing a lot of low AV sides.

Guard on the other hand is amazing to have on multiple elfs. Blodge should come to the guarders, but you don't skip guard early to take regular skills.

Elfs should not be developed as a bash team (other than some leagues or spaces where there are not proper bash teams). Guard isn't really that much of a bash skill, it's frankly quite more defensive for elfs, with the main exception of using it on offense for your surgical blitzes. Normally this is attacking the ball with a wrackle/strip/leap type player.

Of course it's also fine to gain the assist for your MB to target whatever threat you want targeted, but in general, you still do not go around marking everything, you have dodge/AG4, so you use your mobility to stick guard where it causes the most trouble.
JimmyFantastic



Joined: Feb 06, 2007

Post   Posted: Sep 26, 2015 - 19:47 Reply with quote Back to top

licker wrote:

There is no 'always' with DE, other than always never hire assassins and runners.


Plz inform this noob - https://fumbbl.com/p/team?op=view&team_id=811207 Wink

Ofc everything in BB is situational, there are exceptions to any rule.

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the_Sage



Joined: Jan 13, 2011

Post   Posted: Sep 26, 2015 - 19:54 Reply with quote Back to top

Having one Mb, preferably on a guy who skills early, is key.
If a player already has blodge sidestep, this synergizes much less with Mb than with guard. If he has no skills, you can pick Mb and then prioritize tackle over dodge, and you have more rolls for a better chance at getting Po.

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licker



Joined: Jul 10, 2009

Post   Posted: Sep 26, 2015 - 20:07 Reply with quote Back to top

JimmyFantastic wrote:
licker wrote:

There is no 'always' with DE, other than always never hire assassins and runners.


Plz inform this noob - https://fumbbl.com/p/team?op=view&team_id=811207 Wink

Ofc everything in BB is situational, there are exceptions to any rule.


The caveat is if you are going to fluff.

I think many of us could run successful DE teams with runners and assassins, but that's not really the point Wink
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