- Normal: Wrestle/Dodge, Side Step/Fend, Diving Tackle/Jump Up
- Doubles: Guard
- Stat Increase: +ST +AG +AV
These are the standard build that you will eventually be aiming to build most of your Linemen into, with usually only six Linemen on a Dark Elf team though, you are probably looking at around three build this way to start on the Line of Scrimmage, one more may be a hybrid build with the Ball Carrier Blitzer build above. It also isn’t too unusual to see these guys rather light on the skill front with most of the touchdowns and hitting done by the team mates. I would start with Wrestle though Block isn’t bad but you have players covering that already. Wrestle is rather handy for stalling cages and creating gaps. With Dark Elves only being fractionally faster than an average team, they appreciate having these holes being opened up and are still fast enough to take advantage when need be. Dodge is another great choice early on, especially in Tackle light leagues, as it offers as much protection from being knocked over, the opposing player is less likely to have Block and it also saves on rerolls if you want to dodge away.
Side Step is another great skill, I would perhaps bump this up in Tackle heavy leagues and Fend is another handy Lineman skill, both for slowing down the advancement of a cage and can mean not having to dodge away. The fact it also negates Frenzy and Piling On are certainly useful traits as well. If you do get them really well developed then Diving Tackle is great against all sorts of opposition. Jump Up can also be really handy, especially in combination with Wrestle. Doubles point at Guard and +ST or +AG are really handy though may change their development route. If you always have them on the Line of Scrimmage then +AV is handy unless you play a lot of Claw teams, though +MV could be useful as well.
- Normal: Sneaky Git, Dirty Player, Block
- Doubles: Guard
- Stat Increase: +ST +AG +MV
I’m not personally a fan of this as I think the Dark Elf players are too expensive to be getting sent off and I need my Lineman for other jobs that I would rather the rest of the team weren’t doing. With agility skill access though as well as general you can get the Sneaky Git and Dirty Player combo rather easily and fouling does fit in with the Dark Elf ethos as well. Block would be next for protection and Guard on doubles cause it is always handy. +ST is wasted on this guy in my opinion and I would hope to get it at least on the second skill so I can make better use of it with the following skill choices. +AG will help get to players who you want to foul easier and +MV gives you greater range to do that.
Dark Elf Lineman Summary:
Dark Elf Lineman are versatile players and shouldn’t be underestimated in how useful they can be. This goes for any Elf player but their AV8 also lets them stay stuck in the thick of things when needed too as well. Their high cost is their only main weakness and their high agility their main benefit. With average strength and movement they don’t excel at any roles that really benefit from these but they aren’t particularly hampered by them either and both are fine for the jobs on the pitch they inevitably tend to end up doing. Should you choose to not have either a Runner or an Assassin on your side either, they make fine replacements and the extra armour on the pitch may let you play a more hitting play style as well.