Killing Time
Rookie
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I've got a Dark Elf team in a private Cyanide league and it occurs to me that after some fairly strong team development it appears to be getting quite skewed. This is mostly the fault of the Runners, one of whom managed to get +S and +Ag as their first 2 levels, leaving me without any real ball handling skills and relying on the Elf base of Ag4 to get most things done.
The team looks like this:
4Blitzers (Dodge/Tackle) (Dodge/Strip Ball) (Guard) (Dodge)
5 Linemen (Kick) (No Skills)
2 Witches (No Skills)
2 Runners (+S/+Ag/Block) (Block)
So plenty of block, some good solid blodgers in the blitzing line, and the mandatory kick on my single L2 lineman.
But the team feels very unbalanced and I'm wondering what I should do with the witches and the junior runner when they skill up (hopefully within a game or two). Should I go for some wrestle on the witches and nerves of steel (or pass even) on the runner, or should I just bite the bullet, accept that this is what the team have become, put block and dodge on everyone and rely on team re-rolls for ball handling?
The rest of the league looks like this:
Khemrie, Pro Elf, Chaos, High Elf, Chaos Dwarf, Human, Ogre
The team looks like this:
4Blitzers (Dodge/Tackle) (Dodge/Strip Ball) (Guard) (Dodge)
5 Linemen (Kick) (No Skills)
2 Witches (No Skills)
2 Runners (+S/+Ag/Block) (Block)
So plenty of block, some good solid blodgers in the blitzing line, and the mandatory kick on my single L2 lineman.
But the team feels very unbalanced and I'm wondering what I should do with the witches and the junior runner when they skill up (hopefully within a game or two). Should I go for some wrestle on the witches and nerves of steel (or pass even) on the runner, or should I just bite the bullet, accept that this is what the team have become, put block and dodge on everyone and rely on team re-rolls for ball handling?
The rest of the league looks like this:
Khemrie, Pro Elf, Chaos, High Elf, Chaos Dwarf, Human, Ogre