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AK_DaveOffline
Post subject: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 06, 2008 - 01:40 PM



Joined: Nov 29, 2005
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I find it hard to pass up a "doubles" roll and stick to a "normal" skill choice.

League Team (1000K gp) after 2 games
Blitzer w/ +1AG
Blitzer (3spp)
Blitzer w/ Dodge
Runner (5spp & planning on NoS/Dodge)
Runner (5spp & planning on NoS/Dodge)
Assassin w/ DOUBLES SKILL
Lineman
Lineman (1spp)
Lineman
Lineman
Lineman (1spp)
Rerolls = 2
Apothecary = yes
FF = 7 (free)
Treasury = 70k (saving for a WE or another Blitzer)

My original plan was to hit the Assassin with Dodge and then Tackle, maybe Side-Step down the road, and Wrestle would be cool (I'm keen on Dodge/Wrestle instead of Dodge/Block). Make him a dancing fool in the midfield. But I've been using him a lot as a strong safety in my backfield, and then he wins me a game with a lucky Long Bomb pass where he gets the MVP (random) and rolls double-threes for his skill. So I have a choice: stick with the original plan and get Dodge immediately, or take advantage of this opportunity to build him in a different way.

I'm thinking: Accurate.

For Dark Elves, it is my favorite thrower skill. If I got doubles on a Runner, I'd give him Strong Arm instead because Accurate is on the Passing list. But Accurate is good at all ranges and Strong Arm is only good at the longer ranges.

So... Accurate or Dodge or something else ??? Anyone have any other thoughts ???
 
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tenwitOffline
Post subject: RE: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 06, 2008 - 01:56 PM



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Nuh-uh. The ONLY first doubles skill for Assassins is Multiple Block. Two Stabs! Put him on the LOS, stab twice with no downside, then use your linos to push back anyone who survives!
 
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SpazzfistOffline
Post subject: RE: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 06, 2008 - 01:59 PM



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I personally would leave the passing to the runners, let the assassin do his job.

I have found that taking skills that are not part of the norm are sometimes interesting to take to develop familiarity with how they can be useful - for example, on my chaos pact team I gave my troll Grab (as oppose to the obvious choice of Guard) and have not regretted it. Not only have I learned some cool moves with the skill, it has come in very handy in some games, making a real difference in the match.

So look at what skills may be useful but you have not considered. If you want. Stand Firm might be a good choice for this guy, as it will work well with his Shadowing...

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SpazzfistOffline
Post subject: Re: RE: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 06, 2008 - 02:06 PM



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      tenwit wrote:
Nuh-uh. The ONLY first doubles skill for Assassins is Multiple Block. Two Stabs! Put him on the LOS, stab twice with no downside, then use your linos to push back anyone who survives!


There you go! I knew there was a more interesting choice!

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AK_DaveOffline
Post subject: RE: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 06, 2008 - 02:07 PM



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I didn't think that they stacked that way. Stab says "stabbing attack instead of throwing a block". If I'm stabbing, I'm not blocking, and therefore can't do two blocks. Essentially: Block Action, "stabbing attack instead of throwing a block", thus no "block" to "multiple". Thats how I was reading it.

But you're suggesting that they CAN stack, if done in the reverse sequence: Block Action w/ Multiple Block, then use "stabbing attack instead of throwing a block".

I see the FAQ covers this very question. All hail the FAQ!

Of course, damnit, I *really* want a decent thrower to be able to chuck the ball to those Runners and Blitzers so if I go the Multiple Block route then I'm waiting for a doubles roll on a Lineman to get Accurate. But if I stick with Accurate, then I'm waiting for +10spp on the Assassin (or a 2nd Assassin!!) AND another doubles roll to get Multiple Block.

Weighing this out:
doubles are a 1/6 chance when rolling for a skill
MVP+CP on a lineman earns a skill
5 linemen = 5 chances
+10spp on the Assassin for ONE chance

OTOH:
Accurate pays immediate dividends in SPP for the passer
Multiple Stab never earns SPP
Doubles on a Lineman should be Leader, not Accurate
MA7+ on Runners suggests they be downfield, not upfield, as scorers not throwers

See, I don't think that the underlying plan of using Runners as Throwers works for me. I envision building the Runners as a pair of ball-bobblers downfield. Let them dance into scoring position, and when one is threatened he can pop the ball to the other (or to a Blitzer). My usual gameplay leaves my MA6 players near the LOS with my MA7 players downfield as scoring threats.

I'll have to ponder this choice, but the temptation to stick Multiple Block on the Assassin is exceedingly strong. Its a vicious combo that would be sure to lead to extreme headhunting from all of my opponents.

Insight: I need a 2nd Assassin. To also roll doubles!
 
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SpazzfistOffline
Post subject: Re: RE: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 06, 2008 - 02:41 PM



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      AK_Dave wrote:
Of course, damnit, I *really* want a decent thrower to be able to chuck the ball to those Runners and Blitzers....


You elf players are so friggin' spoiled! You have 4 AG, every one of your players is a decent thrower!! Smile

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AK_DaveOffline
Post subject: RE: Re: RE: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 06, 2008 - 03:54 PM



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*hangs head in shame*
Yeah, well I suppose I could use my AG5 Blitzer as a Thrower...
And every Lineman has AG4 and serves well as a Thrower. Half my completions were thrown by Linemen.
But its not every day that I can put Accurate on someone, giving me Long Bomb on a 4+.

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Rick287Offline
Post subject: RE: Re: RE: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 06, 2008 - 04:50 PM



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Trying to turn a player without P skills into an accomplished passer is going to take time and many, many games, without even the guarantee of ever doing it (you may never roll a double again).

My original idea for my DE league team was to build the 2 runners as quick passing dump-off specialists moving the ball quickyl downfield, but I took pass for one of them and he gradually got further and further backfield until he was a thrower in all but name. The fact that DE teams can have 4 blitzers with MA 7 and AG 4 gives you a wealth of receiving options downfield, don't worry about 1 less runner being there!

As for the assassin, the only options are:

Multiple Block (my own top choice) - two stabs a turn would either bring your opponents LoS down (against Skaven, for example) or draw the heat away from your scoring threat - win/win situation to me

Guard - always a pleasure, and gives more assists to other players, enabling them to knock more players over, and gain more SPPs

I wouldn't take Stand Firm, but then I've never had Shadowing pay off for me.
 
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Darkson
Post subject: Re: RE: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 06, 2008 - 05:00 PM



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      tenwit wrote:
Nuh-uh. The ONLY first doubles skill for Assassins is Multiple Block. Two Stabs! Put him on the LOS, stab twice with no downside, then use your linos to push back anyone who survives!


This thread needed to go no futher than this.
An assassin with Mult. Block is about the only why it's worth having one on the team.

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AK_DaveOffline
Post subject: RE: Re: RE: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 06, 2008 - 05:19 PM



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Yeah, I humbly bow to the weight of common sense.

Besides, there is nothing that Accurate adds to a Dark Elf team that is not already handled by AG4 and a team reroll.

I'm not (yet) going to abandon the idea of a pair of quickpass dumpoff specialists running downfield, although my current vision is to pair a Runner with a Blitzer with the option to dump the ball back to the Blitzer if in dire need. With 6 TDs over 2 games, every one of them has been scored by a Blitzer or a Runner and only one of those as a result of a long throwing option (Assassin wound up with the ball, tossed a Long Bomb for a reception and a TD).

I'd still like to develop a modest Thrower off of someone other than a Runner, but I am swayed that an Assassin is the wrong platform to do this with because Multiple Block is too good to pass on. I'll hold out hope of rolling doubles on a Lineman and taking Accurate.


Last edited by AK_Dave on Oct 06, 2008 - 05:28 PM; edited 1 time in total
 
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CramyOffline
Post subject: Re: RE: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 06, 2008 - 05:22 PM



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      Darkson wrote:
      tenwit wrote:
Nuh-uh. The ONLY first doubles skill for Assassins is Multiple Block. Two Stabs! Put him on the LOS, stab twice with no downside, then use your linos to push back anyone who survives!


This thread needed to go no futher than this.
An assassin with Mult. Block is about the only why it's worth having one on the team.


Agreed to Mutliple Block as being the main reason to even have an Assassin.

Your runners have P access. If you want to develop passers, then these are the guys that you should use. You have access to 4 Blitzers and 2 Witches that have MV7 and should have block and dodge soon. That should give you enough options to pass to me things. Wink

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AK_DaveOffline
Post subject: Re: RE: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 06, 2008 - 06:31 PM



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      Cramy wrote:
Agreed to Mutliple Block as being the main reason to even have an Assassin.


Afraid that he won't survive long enough to earn a 2nd skill, but I do have an Apothecary. Smile I think it'll be fun watching my opponents headhunt for him.

Yes, I see that I've been thinking too short-term about this. I have access to 1 more Blitzer and 2 Witch Elves that I can buy and start building, all useful MA7 players. At max, DE's can field 8 players of base MA7 (more, of course, with improvements). Having 1-2 of those specializing as backfield scramblers is extremely useful.

Thumbing back to my old notes on DE tactics from days of yore, I'm reminded that once upon a time I used to field a DE team with 2 Throwers, and one would routinely work from at or beyond the LOS: one to get the ball from backfield to midfield, the other to scramble as a throwing threat from midfield to endzone.
 
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tenwitOffline
Post subject: Re: RE: Re: RE: Dark Elf Assassin - doubles on first skill  PostPosted: Oct 12, 2008 - 10:46 PM



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      Rick287 wrote:

As for the assassin, the only options are:

<snip>

Guard - always a pleasure, and gives more assists to other players, enabling them to knock more players over, and gain more SPPs

It's an excellent second doubles (help those two linos push LoSers away from the assassin), but it can't compare to Multistab. Any elf can take Guard and be useful; only assassins can take Multiple Block and be useful.
 
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SBGOffline
Post subject: RE: Re: RE: Re: RE: Dark Elf Assassin - doubles on first ski  PostPosted: Oct 16, 2008 - 04:38 PM



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I can assure you that an Assassin with Multiple Block is a hell of a headache giver for the opposing coach... I hate them!

Fred

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AK_DaveOffline
Post subject: RE: Re: RE: Re: RE: Dark Elf Assassin - doubles on first ski  PostPosted: Oct 20, 2008 - 05:21 PM



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The Multi-Stab has proven to be very effective. He's not going to earn any SPP this way so its pretty much a dead-end route, but hopefully it'll be a dead end to a lot of enemy players before they catch up to him.

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