![]() Leap can allow you to get into squares for crowd pushes, or next to the ball carrier, for blitzes that would be hard to dodge into. It will also allow you to set up more crowd pushes in your turn if they get blocked by the opposition. Side Step comes next as then you don’t have to be as wary of getting pushed into the crowd yourself and makes you a hassle next to ball carriers and receivers. I would suggest you build at least one with Block though and perhaps both, though you then need to look at Wrestle for your Linemen instead. Block is obviously good for when you are hitting players, especially if playing against Stunty players and if you have Juggernaut, Wrestle heavy teams. Assuming they don’t then your first choice will be whether you go for Block or Wrestle. Most Witch Elves will get similar builds depending on when or if they roll a stat increase or a double skill roll. Normal: Block, Side Step, Leap/Tackle/Pro/Diving Tackle.You also have to consider other teams fouling them as well, with low armour it doesn’t take many assists to guarantee an injury roll, so be careful about getting them isolated. Especially be aware of leaving them on the sideline (or near it) if you don’t yet have Side Step as well. Frenzy can also sometimes be a problem if you don’t get a knock down on the first block, so always check what the second block will be before you go ahead and do the first one. Their first skill most of the time will be either Block or Wrestle (I’ll go into that below) as you need the protection and it increases their hitting ability. The main drawbacks to a Witch Elf though are the cost to hire them and their low armour. It is also obviously handy if you can do the same thing to the opposing ball carrier. This is especially effective near the side lines and you can engineer crowd pushes from further infield than is expected. Another nice trick is to use pushbacks to push opposing players next to a prone Witch Elf and then use Jump Up to hit them again. ![]() ![]() You can effectively get an extra blitz, using the main blitz action elsewhere and the Jump Up block to hit another player that would have otherwise used a blitz action. It increases their blitzing range which the other coach may forget. Not to mention the ability to block from prone can also lead to extra advantages. The other main benefit a Witch Elf starts with is the Jump Up skill, if they move into range as a receiver, then it is no good just knocking them over, you need to break armour to eliminate them as a threat. I’ve been able to do this against quite a few coaches who thought their players safe from Frenzy, Leap makes this even easier. A Witch Elf has enough movement and agility to be able to get around to crowd push a player that is staggered behind a team mate thinking they are safe from the crowd push. Also the way some teams will set up their players near the sideline against Frenzy players. If you are used to playing against the Big Guys with Frenzy and see how easy it is to manipulate their movement and bog them down, or see the range they can move, a Witch Elf can throw up some surprise blitzes that take your players into the crowd. Against any side who has Frenzy teams have to be careful near the side line, though when that player can dodge with ease and also move far enough to get to you, then you have to be even more vigilant. In the hands of a good coach though you can really open up their potential.Ī Witch Elf has two main threats that opposing teams really look out for, the main one is Frenzy coupled with their high movement and mobility. For inexperienced players they can be tricky to use initially, with Frenzy and a lack of Block. They will draw attention though and get targeted for blitzes and fouls. Witch Elves are a great asset to the Dark Elf team and are players that other teams are usually very wary of.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |