Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Stab only rolls against the AV and not for the injury. Mighty blow doesn't help stab.
Rolling doubles doesn't matter on armor or injury rolls.
I've only run a successful DE team with Assassin in it once. Roughly 40 games, only 3 losses. About 2/3 of the remaining games were wins and 1/3 of them were draws. Multiple Block stab was, overall, surprisingly good even against AV8. Coupled with blodge sidestep I felt like he carried his weight in most of the games. Surprisingly good against Minos and such as well, as they have an extremely hard time knocking a blodging and sidestepping assassin over while also giving position for him. Plus then having to eat the (unsuccessful) stab afterwards. He managed to end the careers of a few big guys and at least for a handful of beastmen as well.
One thing of note though is that you shouldn't be gaining any SPP when causing an injury with stab. It was fixed at one point in BB1 so that you did not, but at least in Chaos Edition you again did gain SPP from stabs. That's the only reason I kept my Assassin -- he was easy enough to level up. Otherwise I don't think I would have bothered.
I like having 2 dodgy assassins, they're like having slightly more useful linemen, but with 1 less armour. As far as I know, you don't get SPP for stabs, but I'm ok with that.
That said, Assassins can be good. If they roll doubles on a skill up, multiple block makes them extremely dangerous. They're best used for stabbing low AV pieces who are a pain to put down, like Blodgers, or perhaps the AV8 big guys like the Rat Ogre or Minotaur.
DEs have best linemen in the game, you can make them into any kind of player.
I don't bother with the assasins or the runners, I would rather have the higher armour of a lineman developed into a runner than the runner himself, also dump off seems counter intuitive to dark elf play, you want to be running into gaps.
the witchelves can be good players, its worth introducing them into your team, but ONE AT A TIME as they are liablities with them having frenzy but no block. Once they have block though they are great for sticking on the flanks and surfing players into the crowd.
assasins are best used on the likes of gutter runners, human catchers, skinks, elf catchers etc.. not for big guys, just avoid big guys.
Counterintuitive how?
Make a hole, run a loose cage through it, and if your opponent manages to take down your runner, you get a free quick pass.
It works even better with NoS, or you can add Pass and then Accurate to make an even more effective Dump Off, or to open up more reliable passing plays.
He's the only player on the DE team with normal access to passing skills, and I don't know why you wouldn't want to have at least one dedicated passer on an AG4 team where everybody can reliably receive- that seems counterintuitive.
Need extensive explaine especially with block\blitz subsequent action.
You don't ever suffer the -3 movement penalty, so you can get up and run if you'd like. You can also declare a block action against an enemy that is standing right next to you if you're downed, but an agility roll needs to be made. If you wish to block and enemy that is not standing next to you, you still need to use your blitz action.