Completing the run through of the elves is the order of the
week this time. Elves are very different from most factions in that their high
agility focus’s them solely on agility based plays. More so with these teams as
they both have armour 7.
Both teams are pretty different from their armour 8 cousins
the high and dark elves. In different ways.
Wood elves are like their fantasy counterparts. I imagine
Orion is a coach and he’s called forth every spring to teach the wood elves
different blitzing plays.
Elves on the other hand are the epitome of the Blood bowl
alternate universe. It represents Poor Wood elf, Dark elf and High elf players
who can’t afford the expensive armour or aren’t arrogant enough. So, they have
to borrow their team uniform from others…. Millenniums of hatred and now there
in the same team because they can’t afford armour but still want to beat people
up! Very blood bowl!
A Reminder about elves is on the previous blog…. Catch that
here! http://deathorgloryblog.blogspot.co.uk/2017/10/dark-or-light-high-elves-and-dark-elves.html
Wood Elves
Wood Elves are unique amongst their Elvenkin in that they
have a big guy. Those who remember old Warhammer fantasy will remember the
treemen as the forest dwellers allies. Well here he is again.
With a strength
higher than your usual big guy he represents a massive issue for the opponent
and a savage cage breaker. His lack of speed and take root ability means he’ll
need to be well positioned.
He also needs helping up by friends if he’s knocked
over although this will be rare (he probably won’t be targeted!)
The linemen are skaven linemen with AG4. So yes, these guys
aren’t just nippy but agile as well. AV 7 makes them slightly fragile on the
line however.
A thrower is a lineman with pass. There access to passing
skills however make them very welcome additions to a wood elf team.
Catchers are the same as human catchers with an additional
agility and sprint. The extra agility here is excellent as it is easier to
catch while in a tackle zone which works into the team’s strengths. I’m not
sure if I’d take the whole allocation of 4 because it would make the team very
fragile in defence and the availability of blodge is a little
offset by the fact people can get a 2-dice block against them without assists.
Finally let’s go onto the best starting player in the game.
It’s the wardancer! A movement 8 elf with leap, block and dodge. This player
can get anywhere and with block is an excellent cage breaker. Trying to stop
this character, especially initially when teams don’t have a lot of tackle, is
very difficult.
Wood elves play exactly like both dark elves and high elves
but are great at both. The throwers extra speed means that throwing plays are
easier, probably easier than the high elves. Their catchers aren’t as good
however, their initial skills make them useful from the start.
They are probably also better than both of them at running
plays although the lack the grunt of dark elves they make up for this with the
wardancers. A wardancer with strip ball can single handedly win most games on
its own.
Although this team is one of the best actually keeping it
healthy will be difficult. You will take an awful lot of casualties and keeping
your positionals healthy will be the key. Therefore, although this team is one
of the best, it’s difficult for a new player to get to grips with. An
experienced player will however find this team a joy to use.
Mikes starter team
2 x Wardancers
1 x Thrower
8 x Lineman
2 x rerolls
As I’ve said before I’m not a fan of less than 3 rerolls
however the team has A LOT of inbuilt rerolls. Get an apothecary then two
catchers then finally the treeman. Replace crippled lineman with new
postionals. Level three linemen to have dodge and then your wardancers will do
most of the SPP which is fine as they are brilliant.
Elven Union
Elven union are a very strange team. On paper they are the
weakest. However, that is a very deceptive assumption. Early on elven union
teams have an edge over all other elf teams. Seems a bit strange but it is
true.
Elven union teams are identical to high elf teams in
personnel. 2 throwers, 2 blitzers 4 catchers with identical stats except they
are av 7. Linemen are your standard elf mv 6 str 3 and ag 4 with a av7. So, the
way they are used are the same as wood elves above.
Throwers are just linemen with pass and access to pass
skills as mentioned before these players are key but at only an extra 10k to
linemen there’s actually no reason not to have them really. On attacking plays
these guys will be essential.
Catchers are the same as high elves ones in every way other
than starting with nerves of steel. This I believe is the teams secret weapon.
Catchers will allays catch a ball on 3+ no matter how many players are in their
tackle zones. This adds a massive advantage in attack especially in passing
plays where a catcher with 2 people in his tackle zone doesn’t need to dodge in
order to throw or to catch.
Blitzers again are the same as there high elf colleagues but
with sidestep. Anyone who has played a sidestep player will tell you how
annoying it is to play against for cages for scoring TD’s. They also have av 8
which means they are quite survivable.
The reason this team edges the other 3 will become apparent
is because they have players that are great without needing a skill up. High
elf catchers need a skill before they become good. Human catchers certainly
need it.
Elven union players are already great extra skills make them
better but they start at a high level already. Use this initial advantage and
make sure your making use of nerves of steel
What’s more because the linemen are 10k cheaper you can get
more of the better players at the start.
I’d use that advantage by using the nerves of steel as much
as possible using your speedy players to score. Defence will be harder but using
a loose defence using your blitzers to be irritating with sidestep is the way
to go.
A great team for experienced players but again the armour 7
and lack of big guy may make this team challenging for new players.
Mikes starter team
6 Linemen
1 Thrower
2 Blitzers
2 Catchers
3 Rerolls
As you can see the team starts with 5 positionals rather
than the 3 for the other elven teams which gives them an edge over them
initially at least! As always, an apothecary first then gets the remaining
catchers. Level the catchers for the most part. The blitzers just need one
skill to be very useful indeed so focus on the catchers. Their speed will prove
difficult for the opponent to manage.
Until next time!
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