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Dark Elf team roster

The Dark Elf roster has 5 positions. The cheapest player is the Dark Elf Lineman at 65,000 gp, the quickest is the Dark Elf Runner with MA 7, and the strongest is the Dark Elf Lineman with ST 3. Team re-rolls cost 50,000 gp each.

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How the team plays

Dark Elves are the elf team that can take a hit. Every player has AG 2+, and the Dark Elf Lineman costs 65k with AV 9+ and no skills. The team runs the ball rather than throwing it: nobody starts with Pass, and the Dark Elf Runner has Dump-off and Punt instead, which make him awkward to blitz. Dark Elf Blitzers have MA 7, Block and AV 9+, and they do the blocking.

Witch Elves are the glass: MA 7, Dodge, Frenzy and Jump Up on AV 8+. They blitz carriers out of cages and reach the casualty box when the Frenzy follow-up leaves them surrounded. Dark Elf Assassins have Stab, Shadowing and Hit and Run, so they can poke at armour inside a cage and step back out. A Blitzer or a Witch Elf scores, usually at the end of a run. The price is what hurts: 65k linemen and 105k Blitzers leave few spare bodies. They play in the Elven Kingdoms League.

Positions

PositionQtyCostMASTAGPAAVSkills & traitsPrimarySecondary
Dark Elf Lineman
Lineman, Elf
0-1665,000 gp 632+3+9+ –A, GS, D
Dark Elf Runner
Runner, Elf
0-280,000 gp 732+3+8+ Dump-off, PuntA, G, PS, D
Dark Elf Assassin
Special, Elf
0-290,000 gp 732+4+8+ Hit and Run, Shadowing, StabA, DG, S
Dark Elf Blitzer
Blitzer, Elf
0-2105,000 gp 732+3+9+ BlockA, GP, S, D
Witch Elf
Special, Elf
0-2110,000 gp 732+4+8+ Dodge, Frenzy, Jump UpA, GS, D

Primary and Secondary show which skill categories the position can learn. See advancement costs.

Building a starting roster

With re-rolls at 50k, the common 1,000,000 gp list is two Dark Elf Blitzers (210k), two Runners (160k), one Witch Elf (110k) and six Linemen (390k), 870k for eleven, plus two re-rolls for 100k at 970k. The 30k left over sits in the bank. Coaches who prefer hitting to ball handling swap the Runners for a second Witch Elf and a seventh Lineman, 885k, plus two re-rolls at 985k. Assassins are the usual thing to leave for later, and many coaches never take them at all.

Advice for newer coaches

Run a loose cage with Linemen on the corners and move it every turn; AG 2+ dodges are the team's safest action and standing still invites Mighty Blow. Blitz with a Witch Elf only when the Frenzy follow-up square is one you want her standing in. Use the Runner's Dump-off when an opponent blitzes him; a Quick Pass that cannot cause a turnover is a free move of the ball. Avoid leaving a Witch Elf marked at the end of your turn; AV 8+ gets her killed in the open.

Leagues and special rules

Elven Kingdoms League

Star Players this team can hire