Link
In case you guys prefer more "chaosy" looking demonette cheerleaders instead of the human cultists. hehe
Been playing BB Tabletop, DE Edition, Legendary, and now Chaos forever. I play mostly DE, used humans and orcs for TT demo games. Used to play a lot online but got fed up with pretty much every opponent at 2000tv being Dwarves or Chaos, gets boring after a while.
Normally our TT games are pretty ruthless since we're all ultra-competitive. We usually will set up a spur-league to put teams in when you lose too many players or get too many injuries, kinda wish FoL (or what ever it's called) did the same.
With my DE team which I have for both TT and Digital BB:Chaos edition I normally run with:
1 WitchElf. 290 with Block, Tackle, Mighty Blow, Strip Ball, +1 AG, and +1 ST. In TT since it's a lot more deadly I usually have another WE in reserve (similar or juggernaut build). Online I'll grind teams until I get a girl with that +1 ST, if not I'll go with Dauntless instead. A dauntless girl will usually get juggernaut in there just to keep her moving (both down as pushed).
2 Blitzers, 180 or so, usually 1 with Dodge, Tackle, and Diving Tackle. The other will trade DT with guard if needed although usually I keep the guard with the WE. Huge fan of Diving Tackle moreso than Block in many cases.
1 Lineman built like a blitzer keeping TV low, but also with either DT or Guard.
5-6 Lineman. Usually with Block if possible, but I'm using Fend more and more. My LoS will always have three lineman with Fend, one of my first goals
1 Lineman with Kick, Kickoff Return, Sure Hands, and Dodge if possible. Normally the job of a Runner, but I try to keep TV low. I'll bring in a runner later in a season if I can.
1 Assassin. I'm still experimenting with them, I've never been a fan. But usually Dodge, Block, Tackle, and DT or some combination of. The Stab is just a free armor roll with no risk involved.
The WE is the keystone of my team, although the Blitzers can pick up the slack, we lose out on the free Frenzy movement that can really break in-out of a cage. She's built as a ball stripper. She is never less than two squares from any opponent. I'm willing to risk a dodge into a -3 and have her down, than to have her hit. I almost always pull out of a failed blitz if possible to reposition her again. Rarely do I block with her, prefering to blitz specific targets. The idea with her is to use her frenzy to break into a formation/cage and ignore the tackle zone penalties, or pull out of a cage and get into a better angle. There is almost always a diagonal square to move into in BB with a -1 which for DE's is no problem.
Early season I'll usually have a Guard with her. But guards tend to be expensive and hard to get, so if I can't get a guard, I'll have either a diving tackler or a fender near her. The idea is to use your WE as a shotgun, ramming her into a cage to either strip the ball or pop it. Using the Diving Tacklers to both protect her and cancel/hold opponents. This works much better in the TT game as opposed to the Digital game where you sometimes lose the ability to chose some skills. If she can't get +1 ST (which is rare) I'll go with Dauntless; the idea being to try and get equal ST with 80% of all models in the game.
Of coarse I don't expect to run into some crazy nut like me that turns a Minotaur/Ogre/troll into the main ball carrier/blitzer/ball stripper.... but I've seen it happen...
As DE I rarely throw blocks. The more blocks you throw the higher the odds of things going bad for you. I'd rather park diving tacklers/tacklers next to models than throw blocks. I leave the Blocking to either the WE or a backup Blitzer. As a DE I more often create "nets" rather than actually put models right next to opponents, forcing you to dodge or run through me to get to where you need to go.
My main challenge is a well built Chaos, Necro, Undead, or Skaven team. Anything with mutations and extra movement can be a pain. As well as passing teams. My biggest issue is a 2 turn passing team (Wood elves or Skaven for example) which I've encountered and are a pain. Dwarves are easy to starve of movement, Chaos almost, but they can really shut me down with tentacles. Movement (specially dodging) is an elf teams' greatest asset. Elves should never try and slug it out. Although DE's have the 8 AV on Blitzers and Lineman, don't let it fool you. The Meta with DE is to strike specific models while dodging into specific locations to create TZs (or cancel TZs) in order to strip/retrieve the ball.