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|Dark Elf Roster|
|0-2||Witch Elves||7||3||4||7||Dodge, Frenzy, Jump Up||GA||SP||110k|
|Re-Rolls||50k (100k after team creation)|
|Stars available for inducement|
|Asperon Thorn||6||3||4||8||Hail Mary Pass, Kick-Off Return, Loner, Pass, Safe Throw, Sure Hands||160k|
|Kiroth Krakeneye||7||3||4||8||Disturbing Presence, Foul Appearance, Loner, Pass Block, Tackle, Tentacles||170k|
|Elijah Doom||6||3||4||9||Fend, Guard, Loner, Stand Firm, Wrestle||190k|
|Eldril Sidewinder||8||3||4||7||Loner, Catch, Dodge, Hypnotic Gaze, Nerves of Steel, Pass Block||200k|
|Horkon Heartripper||7||3||4||7||Loner, Dodge, Leap, Multiple Block, Shadowing, Stab||210k|
|Ithaca Benoin||7||3||3||7||Loner, Accurate, Dump Off, Nerves of Steel, Pass, Regeneration, Sure Hands||220k|
|Mordrix Hex||7||3||4||7||Block, Dauntless, Dodge, Fend, Frenzy, Loner, Mighty Blow||230k|
|Roxanna Darknail||8||3||5||7||Loner, Dodge, Frenzy, Jump Up, Juggernaut, Leap||250k|
|Hubris Rakarth||7||4||4||8||Loner, Block, Dirty Player, Jump Up, Mighty Blow, Strip Ball||260k|
|Morg 'n' Thorg||6||6||3||10||Loner, Block, Mighty Blow, Thick Skull, Throw Team-Mate||430k|
Starting with all 4 Blitzers means you will not have to worry (as much) about making too many re-rolls when blocking. MA7 also gives you a good Movement advantage over most races. 2 re-rolls isn't many to start off with, so you will need to use them sparingly and wisely.
o Option: Replace the Runner with a Lino and have 10k in the bank toward an Apo. Without several skills, a Runner is not reliable - AV 7 is soft and a new team can't easily protect it, and that's 31051 spp that should be going toward a Blitzer or your first Witch Elf.
Trading your 4th Blitzer & a Lineman for two AV 7 players is not as strong or safe as Variation 1 (above), but having the additional Runner & Assassin opens up more options and makes things a little more interesting (on both sides of the ball!). 2 re-rolls means you have to be a little cautious, as above.
Starting w only 2 Blitzers means you may need to use that 3rd RR for missed blocks (until you skill up some linemen), so this is a long-term build, saving money in the long-run and giving the team more "buffer" against early missed rolls. Your first purchases (after your Apo?) will be more Blitzers.
(* While you could afford 2 Runners with this Roster, not everyone likes Runners, not everyone likes them on a new team, and many would question starting with two.
Drop all Runners for Lino #9 and have 20k toward your Apo after the first game - there's a good chance at least one will get a perm before you can hire all the positionals you want.)
These are risky builds for two reasons. First, you have only 2 RR's, and without the Block skill the Witch Elf's Frenzy will eat up RR's extra-fast. Second, at AV 7, WE's are both fragile and a big target, and can easily Frenzy themselves out of position and end up vulnerable, and so need skilled support (and a skilled coach!) to properly protect them - and even 3 (unskilled) Blitzers may not qualify. Think twice before jumping on these builds just because it's mathematically possible.