Elf Linemen Overview:
As the cheapest AG4 players in Blood Bowl Elf Linemen are very good value compared to their abilities. With average movement and strength, they also come with high agility, the reason they are cheap is down to their low armour. Considering the usual roles that are given to Linemen in teams, being cheaper than the other Elven Linemen is a nice advantage for Elf teams.
Despite being cheaper than other Elven Linemen, they still are more expensive compared to nearly every other Lineman on other Blood Bowl teams. Elf teams also don’t have access to a Big Guy who can help soak up some damage. So while cheapish, they aren’t as disposable compared to most Linemen. Also being Elves and having high agility they are more than capable at ball handling, so are much more flexible compared to those cheaper opponents.
That being said you can’t avoid some getting injured and you are going to have a cycle of rookie players coming into replace ones that meet their demise on the pitch. While it makes the most sense to usually put the rookies in the situations where they are likely to get hurt to help protect their team mates, it can still help to prolong their lives if you can get them skills. Try not to turn the team into a few star players and a lot of rookies, a lopsided team can work for a while but eventually you will struggle when the highly developed players are missing.
Utility / Scrimmage Elf Lineman:
Assuming you have no rookies on the team to put on the Line of Scrimmage then the skills you want for the role are as follows. If you are facing lots of other new teams then I would start with Dodge, it offers protection and also makes dodging away easier. Follow that up with Wrestle, again for protection, it will make blocking less risky and it can also take down stronger opponents with Block during the opponents turn. Then take Fend after that to protect them against Piling On and Frenzy. They probably won’t even get to three skills most of the time, so it may take quite a while to get any further. I would get Side Step after that more than likely, though if your team could do with certain other skills then consider those instead. Likely options would be Tackle or Dauntless, though certain environments may require other skills.
For doubles I would get Guard, Elven teams need it to cope with the strength teams. If you do get doubles and get Guard then the player is too valuable to put on the Line of Scrimmage and should be used more to support their team mates. Of course if your whole team is well developed and there is no room on them in your kick off formation other than the LOS then by all means use them there. A stat increase would also mean the same, strength is great and makes them more useful for other roles, there are a few options so consider what one the team needs that they could be fulfil. Agility increase will make them better at retrieving loose balls and dodging through traffic. Movement is probably altogether more useful than an armour increase, the latter may not make a big difference to their life expectancy as well.
Kicker Elf Lineman:
The first one that skills up on the team and rolls a normal skill should take Kick. An Elf team can take very good advantage of a decent kick off and it helps a lot for defence against bashier opposition. Follow that up with Block and Dodge in any order mostly for protection, though usually a kicker won’t get many SPP. Then I would get Fend should a further skill come their way. Doubles and stat increases aren’t particularly useful as you tend to usually want to keep your Kick player safe and out the way. That said I wouldn’t pass them up as they don’t come up all that often (though if your team has been blessed with nice skill rolls then by all means ignore them). Just be more careful with your placement of the player as losing your kicker, especially early in a game, can be a disaster. Logic behind picking them is the same as the previous build.
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