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High Elves are arguably the most rounded elven team. With AV 8 on everyone except the Catchers who have ST 3(4 players with Wardancer's stats!) they can take more of a beating than Wood Elves while the 4 MA 8 players gives them an edge in speed and the long passing game over Dark Elves. In the early games, with few Catchers in the team, they will employ a mobile running game similar to the Dark Elves. As they develop, they become more and more a fast-scoring team, typically scoring in two turns, though they can delay against teams that aren't likely to cause a rash of casualties.
High Elves are the most balanced of elves. With decent armour, blitzers, catchers and throwers, High Elves provide a coach with the most straight forward of the four elf teams. They have the best thrower in the game and are exceptionally potent at throwing the ball across the pitch and with their solid AV9+ nearly across the board, they can also afford to take more hits than their Wood and Union cousins.
However they are very expensive and it is difficult to replace players when you start to lose them, especially positional players.
High Elf teams are overall fairly solid in terms of stats and can be depended on to utilise the standard agility defense when it comes to creating and forming screens and counter attacks. They are also no slouches when it comes to pulling pass plays and while not as explosive as wood elves or elf union, are still more than capable of utilising an exceptional pass play.
The High Elf Defense should be played with the standard elf screen play in mind, utilising a double layered screen while simultaneously attempting to flank and disrupt the enemy advance.
Hit and run is the name of the game and due to your decent AV, you can also afford to mark off the more dangerous players with a lineman while the rest of the team can get to work in stopping the advance.
High Elf teams are solid on offense. Give the ball to the thrower and depending on the turn and the opponents formation, you can adjust your play from there. If the opponent has an exposed wing or you need to score within two turns, throw it to a catcher or blitzer and bolt up one wing.
If it is early in the half and your opponent has an effective Chevron or other formation to keep you out of their half, pull your thrower back, as well as your other players, and hold your position. Wait for the opponent to break their formation and then attempt to blitz a gap open. Once this occurs, throw the ball to a catcher or blitzer and leg it up the field. Always remember to provide a screen of some form to protect the carrier.
High Elves are the generalist team of the elves. Decent at everything with an excellent passing game and good armour, you can rely on High Elves to give you an excellent and well rounded team which are capable of competing at the highest of levels, be it in league or tournament.
High Elves are generally considered an expensive team in terms of team value and on paper may not find themselves in a position for inducements. However it is common for High Elf teams to sometimes suffer significant damage throughout their lifespan and thus will find themselves taking serious drops in their team value from time to time. As such, it is important that High Elf coaches are aware of the Star Players which are available to them and their capabilities.
For detailed information on Star Player stats and abilities, go here:
The list and costs are as follows
At 140k, Helmut wulf is now freely available for all teams as a chainsaw star. However with both pro and his special rule which allows him to reroll a single armour roll, Helmut is extraordinarily dangerous and also reliable as he will not waste rerolls if he kicks back. A decent choice if you can get him in addition to bribes.
At 150k, Gloriel gives you an MA7, Str 2 thrower with a wealth of abilities, including pass, accurate, side-step, dodge and sure hands. This makes her an extremely efficient and reliable thrower and is perfect for a team which may be missing their rostered thrower due to injuries or death or for those teams who want a backup thrower. While situational she is a very nice choice of a star given the right context and can be relied on to perform her role as a carrier and thrower exceptionally.
At 150k, Willow is a Str4, Thick Skull, Side-step blocker. While her role is to be a bit of a blocker and roadblock, she excels at neither particularly well due to no safety skills such as block and is not particularly durable either at Av9+.
At 230k, the legendary Eldril is an incredibly fast and efficient catcher at MA8 alongside dodge, nerves of steel and catch. He is capable of getting around the pitch fairly easily and at a very fast rate. However what really makes Eldril special is his hypnotic gaze. This makes it so that on a 2+, he can render an opposing player stupid, removing their tackle zones. This is perfect for breaking open a box to expose the enemy ball carrier or freeing up a lane for your ball carrier to run through to safety.
He is fragile however at AV8+, so while Eldril is definitely an exceptional star for what he brings with his abilities, do not expect him to last long as the use of hypnotic gaze leaves him exposed. The influence of hypnotic gaze however can be a game changer for an elf team.
At 230k, Zolcoth is a Str5, beefy blocker with Juggernaut, MA5 and Sure Feet. A surprisingly reliable and durable Big Guy and relatively safe to blitz with. Can be useful for a little bit of extra strength if your team urgently needs something extra durable for a rough matchup.
Coming in at 250k, Grak and Crumbleberry give you two star players in the form of a decent, albeit slow, ball carrier halfling with sure hands and a standard Ogre. He also provides the Elf team with an additional big guy and halfling with sure hands. Expensive but a decent choice.
At 270k, Roxanna Darknail is a Witch Elf with Ag1+, Juggernaut, Leap and MA8. While fragile at Av8+, Roxanna is capable of some game breakingly awesome plays. She can be used for three roles, either jumping in and sacking the enemy carrier in a box, a ball carrier or as a surfer. Roxanna's ability to leap into a cage to detach the ball is decent and with her Ag1+ and dodge, can be just as capable as picking up the very ball she just dislodged from the opposition.
With leap she can also be an extremely hard player to pin down if she is the ball carrier. If an opponent is careless enough, she can also utilise her high movement, juggernaut and frenzy to surf people into the crowd. While she is expensive, fragile and requires patience and caution to use, Roxanna is an exceptional star player and can turn the course of a match to the Elves favour with a quick but decisive play and can be a game winner.
At 340k, Lucien and Valen Swift give a team a blitzer and thrower. Lucien comes with Block, Mighty Blow and Tackle, making him awesome to bring down blodgers with adequate support while Valen comes with Sure Hands, Safe Pass, Accurate and Nerves of Steel, making him easily among the best throwers in the game. However what makes them a very tough choice is their exceptional price tag. Even with the new inducement system where teams can add their money, 340k is a lot to ask for.
The Swift Twins really depend on an Elf team being in a very specific situation to make them worthwhile: Being 340k down (or enough money to make up for the cost), needing a thrower as well as wanting an additional Blitzer. While on paper the twins add a lot to the team, when taking into account their cost, they are highly situational and most elf teams are probably better off with a cheaper option.
Coming at 380k, Morg has seen a significant price reduction from his old price (430k) since previous editions. On top of that he now has Mighty Blow +2, meaning he can now add +2 to either the armour or injury roll! This means Morg is more than likely to put a fair amount of players into the injury box. With Str6 and Av11+ you can also expect him to stick around throughout the whole game barring the most exceptional or determined opponents. He also can be used as a ball carrier in emergencies.
While expensive, Morg is a major asset to any team due to his destructive powerhouse like nature.
As a player, Morg is very good, his only drawback being his exceptional price