High Elf Starting Rosters Overview
Blood Bowl Second Season’s rule changes for passing have made dedicated throwers a far more specialised position. High Elves have one of, if not the best Throwers in the game, however they’ve also had a price increase which has had a knock on to the starting choices when creating a High Elf team. Similar to the other Elven teams the decisions come down to balancing the desire to start the higher priced positional players over the number of starting rerolls.
|QTY||Position||Cost||MA||ST||AG||PA||AV||Skills & Traits||Pri||Sec|
|0-2||Thrower||100k||6||3||2+||2+||9+||Cloud Burster, Pass, Safe Pass||AGP||S|
|Special Rules||Elven Kingdoms League|
Three Reroll high Elves
|Quantity||Player / Item||Cost|
You used to be able to also fit a Thrower into this lineup, unfortunately the price increase means you no longer have the budget. The Thrower is probably the right choice for the player to lose when compared to a Blitzer though. Block is a more useful skill to start with early on and that extra speed also comes in useful. Their development will naturally slow down when you add Catchers as well.
There are a couple of variations which spend the full amount. You can use that 20k left over to upgrade a Lineman to a Catcher. Alternatively you can go with 1 Thrower, 1 Catcher, 1 Blitzer, though I still think you are better off with the extra Block player. Catchers tend to hog the star player points and they also have lower armour. For those reasons you might want to wait until after the team has an Apothecary before adding them to the team.
Two Reroll High Elves
|Quantity||Player / Item||Cost|
If you elect to only go with two rerolls then you can add a Thrower and get two Catchers to start with. Your passing and quick scoring game will be improved quite a bit, though a lot of matches tend to come down to controlling the clock over scoring quickly. Elven teams can generally score quite quickly with just Linemen if push comes to shove, especially if you have a reroll in hand. Starting with a Thrower also provides the option to get a Leader reroll without too much trouble.
You have however made the team a bit more fragile and you don’t have the spare money in the bank that would have guaranteed being able to afford an Apothecary if you score at least one touchdown in the first game.
High Elf Starting Roster Summary
It’s hard to look beyond either of the two above rosters when you are starting a High Elf team. My recommendation would be to go with the three reroll option. An extra reroll can offer a lot more flexibility, especially with high agility players where anyone on the team can handle the ball and dodge well. It also gives you some leftover change to get that Apothecary fairly easily after the first game, whilst maximising the armour value you have on the pitch. It’s just a shame you can no longer squeeze that Thrower into the lineup as well.
There are a couple of more extreme options you could go for, 11x Linemen and 4 Rerolls, or drop to 1 Reroll and you can nearly have all your positional players. Starting without any skills however comes with big downsides and going with only one reroll when the only skill reroll you have is the situationally useful, Pass, will again cause problems. I’d stick with one of the two options outlined above to get a better balance.