â Dark Elf â
QTY | Position | Cost | MA | ST | AG | PA | AV | Skills & Traits | Pri | Sec |
---|---|---|---|---|---|---|---|---|---|---|
Lineman | 70k | 6 | 3 | 2+ | 4+ | 9+ | â | AG | S | |
Runner | 80k | 7 | 3 | 2+ | 3+ | 8+ | Dump-Off | AGP | S | |
Blitzer | 100k | 7 | 3 | 2+ | 4+ | 9+ | Block | AG | PS | |
Assassin | 85k | 7 | 3 | 2+ | 5+ | 8+ | Shadowing, Stab | AG | PS | |
Witch Elf | 110k | 7 | 3 | 2+ | 5+ | 8+ | Dodge, Frenzy, Jump Up | AG | PS | |
ReRolls | 50k | Apothecary: Yes | ||||||||
Special Rules | Elven Kingdoms League |
Strengths:
- Four AG4 Blitzers
- Witch Elves
- Agile
Weaknesses:
- Expensive
- Some Low armour players
- Positionals that can be tricky to use
Dark Elf Star Players
- Akhorne the Squirrel
- Eldril Sidewinder
- Gloriel Summerbloom
- Grak & Crumbleberry
- Helmutt Wolf
- Kiroth Krakeneye
- Morg ânâ Thorg
- Roxanna Darknail
- Lucien & Valen Swift
- Willow Rosebark
- Zolcath le Zoat
Basic Set-Ups
Offence
W = Witch
B = Blitzer
R = Runner
L = Lineman
Defence
W = Witch
B = Blitzer
R = Runner
L = Lineman
Starting Roster Dark Elf Team
Basic Dark Elf Team
QTY | Players / Extras | Cost |
---|---|---|
6 | Dark Elf Linemen | 420k |
1 | Runner | 80k |
4 | Blitzer | 400k |
2 | Rerolls | 100k |
Total | 1000k |
This is probably the most common way to start with Dark Elves. Their players are all expensive, so teams like to start with all their Blitzers. They have the best armour available to Dark Elf teams, along with the Blitzer, both for protection and for hitting all those non-Blitzer starting players on other teams.
Although runners have little armour, they are the easiest way to get another dice roll in the form of a leader skill. Trying to save up for a new roll while also wanting to get an apothecary and your expensive Witch Elves means that any shortcut will help. The apothecary is the first purchase, as Witch Elves, like Runners, have fairly low armour.
An alternative option is to swap the Runner and one of your Blitzers for another Lineman and a Witch Elf if you want the added threat that the Frenzy can bring to the team. The Witch Elf, having dodge, also gives you slightly more reliable manoeuvrability when you only have a couple of dice rolls. Giving up the runner means it’s harder or will take longer to get reroll and it will hurt more if the witch elf dies before you can get the apothecary.
Dark Elf with 3 Rerolls
QTY | Players / Extras | Cost |
---|---|---|
8 | Dark Elf Linemen | 560k |
1 | Runner | 80k |
2 | Blitzer | 200k |
3 | Rerolls | 150k |
Total | 990k |
If you want to have three dice rolls from the start, the change is quite pronounced, forcing you to drop from four to just two Blitzers. This halves the number of players you have with the Block, so it needs careful consideration. The runner is perhaps a little less desirable, as you have the third dice roll, so you can save another 10,000 MO by switching to another lineman. On the other hand, you have 10k in the bank and can turn a Linemen into a second Runner. I think that money is best saved, or get some more buffs.
There is a roster option where you used to spend a big chunk of your money on the fanatic factor, so all dark elf teams used to go with 11 Linemen and 3 rerolls. Fortunately, now you have more money to spend on players and dice rolls. Starting with ten Linemen and a Blitzer or a runner, you can include four reinforcement rerolls in your starting squad
Complete Dark Elf Team
QTY | Players / Extras | Cost |
---|---|---|
6 | Dark Elf Linemen | 420k |
1 | Runner | 80k |
2 | Blitzer | 200k |
1 | Assassin | 85k |
1 | Witch Elf | 110k |
2 | Rerolls | 100k |
Total | 995k |
A different swap for two of your Blitzers and you can get a Witch Elf and an Assassin. Both are more fragile than Blitzers but give you more options. The Witch Elf, having Frenzy, gives you a greater lateral threat and the Assassin can chase some players with low armour or dodge.
1 Reroll and 2 Witches
QTY | Players/ Extras | Cost |
---|---|---|
4 | Dark Elf Linemen | 280k |
2 | Runner | 160k |
2 | Blitzer | 200k |
1 | Assassin | 85k |
2 | Witch Elf | 220k |
1 | Rerolls | 50k |
Total | 995k |
Going down to a single dice roll can leave you in trouble, although it means you can afford two Witch Elves who have their dice roll built in. Two runners can work in tandem with their enhanced Dump Off ability to keep the ball. Although you can now Dump Off before the opponent is next to them, their passing ability is slightly worse than under the previous rules. However, this list has many more players with little armour, so attrition could be a problem, especially with a single dice roll as a safety net.
To counter this, you could drop the Assassin and perhaps a Runner to Linemen. This would free up a bit more money to get the Apothecary after the first game.
Team Development
Linemen
When it comes to Dark Elf linemen, there isnât much room for creativity. Dodge allows you to reposition yourself at will, either to avoid contact or to seek it where it benefits you. Block is always a solid choice, and Side Step is a great complement to both skills.
For secondary skills, you can opt for Guard or Mighty Blow if you want to play more aggressively.
Blitzers:
Having four Blitzers gives you the flexibility to specialize them in different roles. The combination of Dodge and Side Step can make you really annoying for your opponent, even if youâre not the one performing the blitz. On the other hand, you can equip another Blitzer with Tackle and Strip Ball to focus on taking down the ball carrier.
For secondary skills, Mighty Blow is excellent for the one youâll use most often for blitz actions, and Guard is useful to add support where needed.
Witch Elves
Witch Elves have a unique combination of skills that make them very versatile in different situations. Block is always a great option, but considering that they have Jump Up, you can specialize one in tackling the ball carrier by adding Wrestle, which can be complemented with Tackle and Strip Ball. Side Step is also very handy because if you push an opponent out of bounds thanks to Frenzy, you might end up in a vulnerable position yourself in the next turn.
As a secondary skill, Juggernaut can be interesting for pushing opponents off the pitch more easily.
If you want to improve an attribute, Movement is fantastic to cover even more ground.
Runners:
As the only players with passing skills as primary, the first thing you should consider with Runners is whether you need the extra reroll from Leader. If not, Pass synergizes perfectly with their Pass skill, and as always, Dodge, Block, and Side Step will make it harder for your opponent to knock you down.
Assassins:
For any Elf, Dodge is always a good primary skill choice, but the ability that best enhances the Assassinâs strength is Multiple Block, allowing you to perform two stabs per turn without any drawbacks. Frenzy can also be interesting (perhaps not so much to take voluntarily, but to keep if you get it randomly) because if you block, it allows you to make the first roll as normal, and if in the second block youâre at a strength disadvantage, you can perform a stab instead.
Skill and Attribute Summary
Position | Primary Skills | Secondary Skills | Attributes |
---|---|---|---|
Linemen | Dodge, Block, Side Step | Guard, Mighty Blow | |
Blitzers | Dodge, Side Step, Tackle, Strip Ball | Guard, Mighty Blow | |
Runners | Leader, Pass, Dodge, Block, Side Step | ||
Witch Elves | Block/Wrestle, Tackle, Strip Ball, Side Step | Juggernaut | Movement |
Assassins | Dodge | Multiple Block, Frenzy |
SecciĂłn creada por SmellyDiapper
Team Box Contents
The Dark Elf starter box contains 12 miniatures:
- x6 Dark Elf Linemen
- x2 Dark Elf Blitzers
- x2 Dark Elf Runners
- x2 Dark Elf Witches
- x2 double-sided Blood Bowl coins
- x2 turn and replay markers
- x4 balls
- Equipment Decals
- Bases
Evil to the core, skilful to a fault, the Dark Elves take to the field to prove their superiority.
Over View
Jim: “Good evening Blood Bowl lovers! Tonight we’re going to talk about the Dark Elf team, and I’m joined by Bob Bifford”.
Bob: “Thank you, Jim. From the cold lands of Naggaroth, the Dark Elves are one of 4 elven teams available. Unlike their cousins, the Dark Elves prefer a more physical game.”
Jim: “Evil to the core, skilled to a fault, the Dark Elves take to the field to prove their superiority. With their Witches and Assesinos they have everything they need to pass through, rather than surround their opponents.”
Bob: “However they are the slowest elven team, but they are still faster than many other teams. Not having catchers in their ranks means they can’t play much of a passing game.”
Jim: “That’s why they make up for it with their 4 standard Blitzers with a lot of agility that will give any team that faces them problems.”
Bob: “Plus, they have the Elf Witches, with ‘Dodge’, ‘Frenzy’ and ‘Standing at a Jump’ right out of the gate, makes them a very tough team to be reckoned with.”
Jim: “We can’t forget the Assassins, who chase their prey until they finish him off relentlessly.”
Bob: “They are not an easy team to take as the abilities they have can be deceiving. For example the Elf Witches have “Frenzy” but not “Placate” so they could bring problems to novice trainers.”
Summary:
Jim: Bob, have you heard of the Dark Elf teams in this game?
Bob: Yeah, I’ve heard of them. What do you want to know about them?
Jim: Well, I was reading about the Dark Elves and I want to share what I learned with you.
Bob: Sure, go ahead.
Jim: So, out of the four Elf teams, the Dark Elves are considered the most challenging to play. They focus more on running the ball instead of passing it like the other Elf teams.
Bob: Hmm, that’s interesting. What about their players?
Jim: Unlike the other Elf teams, Dark Elves don’t have catchers but they do have the ability to start with four Blitzers. And, with higher armor, they have the best fighting ability of the four teams. They also have Witch Elves who have three great starting skills, although they can be fragile.
Bob: That’s a lot of information. Are there any drawbacks to playing Dark Elves?
Jim: Well, they are the slowest of the four Elf teams and lack dedicated catchers which makes it hard to build a team that’s great at passing. Their players are also not cheap and some of them can be difficult to use, like the Assassins and Witch Elves with Frenzy.
Bob: I see. What do the rulebook say about Dark Elves as a beginner team?
Jim: The rulebook mentions that Dark Elves might require slightly more advanced skills to coach because of their pricey players and the lack of passing ability compared to the other Elf teams. The Witch Elves starting with Frenzy and without block can also lead beginner coaches into trouble. However, Dark Elves do present a different feel compared to the other Elves and with AG2, they’re good at moving the ball or dodging when needed.
Sponsored by:
ÂĄ Look for other teams to play Blood Bowl !