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High Elf 2000TV direction?

Discussion in 'League and Team Development Tactics' started by 3SixOne, Dec 21, 2015.

  1. 3SixOne

    3SixOne New Member

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    Hi all!

    Avid HE player on BB2 (xb1, I know...) and not sure which direction to take my team. Here's where I stand -

    4 re rolls + Apoth.

    8 lineman.
    No one higher than rank 3, and all going for dodge & block. 1 has niggling injury, 1 has - MV, 1 has - AV. No specialities yet (except one has kick).

    2 Throwers.
    * Accurate, Sure Feet.
    * NoS.

    2 Blitzers.
    * Dodge, -1 AG.
    * Dodge, +1 MA, diving tackle.

    1 Catcher.
    * Dodge, +1 AG.

    My problem is making money. I'm beginning to pick up injuries but aren't making money fast enough to replace them, or to hire more Catchers.

    I'm thinking go Side Step / Pass Block / Tackle for the Blitzer? (Unless I get +ST) Getting diving tackle for him was there best decision I've made. Want dauntless / guard for the other to make up for his -AG?

    One thrower I'm hoping for strong arm so he lies deep, and the other I want dodge / block / sure hands(?) for an offensive thrower.

    I'm 12-0-1 currently but am hitting a wall in terms of making money.

    I also always buy Eldritch Sidewinder as a star player with my petty cash, then an Apoth.

    Cheers everyone!
     
  2. jounisii

    jounisii Well-Known Member

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    Hullo there!

    Some thoughts:

    Cut one reroll. Usually 3 rrs is enough for most teams. Helps a bit with the money situation as well, lowering your TV and spiralling expenses don't hit you so hard.

    I would take some wrestle on linos instead of block. Helps to open up gaps in defense. Both down gets the guy on the ground and removes tacklezones. I like to have dirty player on elf teams. It's a threat and you can punish killers with pile on. Guard is what you really want on linos.

    I like to 2 different kind of throwers. Offensive takes accurate, strong arm with doubles, dodge and catch for farming SPPs. Nothing wrong with sure feet you have on one of them. NoS you have is a waste imho. Defensive thrower takes blodge, sure hands, leap and continues from there. If you get +AG on thrower early, he should take defensive route. AG5 is good at getting the ball after you have popped it, leaps to tight spots and sure hands work better with him.

    Sack -AG blitzer. I don't take diving tackle before tackle and sidestep. Tackle is more useful skill and without sidestep diving tackle is easy enough to push away. Fend is a good skill as well. Guard or mighty blow with dubs, depends on the rest of the team.

    You really need more catchers. Wrestle/block, leap, tackle, sidestep along with dodge are good basics. MB on wrestle catchers, guard for blocking ones if you get doubles.

    The money aspect. As said, remove 1 rr. Sack the blitzer. Those measures alone save you at least 10k SEs per match. Don't replace linos for a while if they die or take an injury leading to firing them. let the TV sink and build your bank. The most radical suggestion: sack the NoS thrower since he's useless 110k bloat atm.

    So, there's some food for thought.
     
  3. 3SixOne

    3SixOne New Member

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    Cheers buddy!

    Some good stuff there, thanks. Seeing you mentioned removing a re roll, what would you go for with cheerleaders & assistant coaches?

    Wrestle / guard was the direction I was thinking for lineman, though seeing as I'm dodging out TZs a lot I was reluctant to have just one LM with Guard as he'll just become a target.

    I'll be sacking the blitzer when I get home but I don't quite see the wisdom in sacking the thrower? How would you usu the build you suggested to make it any more useful than NoS? Couldn't I just add leap / sure hands / dodge to make him ideal for recovering the ball and quickly passing it on?

    Cheers again, loving the new perspective
     
  4. jounisii

    jounisii Well-Known Member

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    You're welcome.

    For just matchmaking teams, I take a CL and AC on elf teams when they're are fairly high TV. For league teams I don't unless It's for play-offs or other important match. In your case when money is the issue, I wouldn't keep/take any.

    Guard is way better on block pieces. If a lino becomes a target (DP lino for example would be a target many peeps go after), oppos don't blitz your more fragile catchers. You can't worry about a player becoming a target if he takes a good skill. I dunno but sounds like you might be dodging out too much with linos. Dodge one out to lend an assist and punch with the other one is a good basic principle.

    About defensive thrower: I first blodge him for protection and for him to be useful in defense. Then sure hands. After that leap. If you get +AG, that's huge. So here's the scenario: you pop the ball and it usually lands in a TZ or several of them. I like to use wrestle leap catchers to break cages and get the ball on the ground. Then the thrower comes in, often with leap since the ball often lies between players and dodge in would be difficult, picks the ball, dodges out and throws the ball to start the counter. NoS helps there, since you don't necessarily need to dodge out, but... It would take a player with NoS longer to get the skills he needs for his role. Without blodge he's without protection and pretty much one trick pony. Your build without protection works, but he will be eating a lot of astrogranite and likely he will get injured sooner or later.

    As a disclaimer. I tend to play very aggressive elf ball. There's other schools of tought as well.
     
  5. 3SixOne

    3SixOne New Member

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    Got it.

    Just removed blitzer, RR, CLs and ASs and TV is now 1730 (and after a quick google search that sounds ideal!).

    I'll stick with the NoS thrower for the time being until at least the blitzer is replaced. After that It'll be what needs must.

    Cheers mate, I'll be back to pick your brain again in the very nearly future trust me!
     
  6. jounisii

    jounisii Well-Known Member

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    No problemo.

    1730k is cool for starting to build your bank again since it's just below normal spiraling expenses threshold. In that case I would keep the thrower as well and hope he rolls something good next.

    And ask away in the future. That's what these threads are for. Maybe you'll get some differing opinions as well :D
     
  7. notafunhater

    notafunhater Well-Known Member

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    I tend to follow jounisii's school of thought concerning elf teams as well, but he already made the main suggestions I would have made.

    Your next goal after replacing the Blitzer should be replacing linos with catchers. I would probably do this even before replacing the bloaty thrower. Use the 3 linos with perm injuries as LOS fodder (except for the kicker) until they die or get another perm (they should be refused Apo privileges). Then just buy a catcher instead of replacing them.
     
  8. notafunhater

    notafunhater Well-Known Member

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    Another note - I've found Eldril can either win you the game or die on turn 2, one or the other. I prefer Wizard first as inducements with any Elf team. That one can win you games even more easily.
     
  9. 3SixOne

    3SixOne New Member

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    So, sit-rep on The Blood Crows!

    (and thanks for the Wizard suggestion by the way, it'll be hard to part with Eldril but I'll definitely give it a go)

    ****

    New Blitzer, now a blodger.

    2 linos now have wrestle, and it makes a HUGE difference. Not sure to get wrestle for them all, or to specialise them in another way? A +ST would be lovely, but I'm not certain I could make as much use of other skills as other players can, such as +AG?

    I think I'm going to use my Blitzers to defend my own half, 3 Catchers (when I have all 4) as scorers, and one catcher as a pass block / NoS to intercept catches.

    ****

    Speaking of which, what builds would you suggest as defensive Blitzers and Catchers? After some of Eldril's magic plays I'm very keen to get some pass block in the team. One of my throwers has NoS, and I'm tempted to give him the role instead now I think of of it, so if he does intercept he can pass it next turn regardless of where he finds himself?

    Cheers as always guys :)
     
  10. tys123

    tys123 Courier Staff

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    With the catchers I go for Block , Dodge , Sidestep on 2. These are you best offensive threats and good at blocking lanes on defence.
    The other 2 start with wrestle. One gets leap for cage breaking and the other tackle and is your main blitzer.

    The blitzers make great defensive markers. Dodge , Sidestep , Tackle , Diving Tackle.

    I have never found room for pass block on my team but it is better on catchers than the thrower as they can reroll the interception attempt so the odds of success are 5/9 rather than 1/3.
     
  11. 3SixOne

    3SixOne New Member

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    Thanks tys123, I like the Catcher builds a lot.

    So regarding defence, in a nutshell, I wanted to use both Blitzers, and 1 Catcher as my defensive unit.

    Currently I have -

    Blitzer 1 - Block, Dodge, +MA, Diving Tackle.
    Blitzer 2 - Block, Dodge.
    Catcher - Standard.

    The skills I want to incorporate into my set up are Side Step, Tackle, Strip Ball, Wrestle, Pass Block, and Juggernaut (hopefully). Trying to keep a Wardancer at bay can be a massive chore, I was thinking Jug, and possibly even Leap(?) may hep me to get him off the pitch and in the crowd. But that seems like a role the Catcher should play, as the Blitzers appear better as marking pieces? (A +ST roll for any of them would cause me to have to rethink their roles again though!)

    The only skill I know how I'm going to use is Dirty Player on a Lino who can drop back and put the boot in.
     
  12. tys123

    tys123 Courier Staff

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    Personally I am not a fan of Juggs as a 1st double on elves.
    All none catchers need guard 1st as it is far more useful.
    Wrestle catchers want MB as they do most of the blitzing and while pitch removal isn't a main win condition for elves every little bit helps.
    I guess block catchers could get Juggs but blodge sidestep just screams guard to me.
    You don't want Juggs on a wrestle piece as it can't take down wrestlers while remaining standing.
    I would also prefer Grab over Juggs on a 2nd double where I didn't want guard + MB as it makes 1 turning easier.
    Grab is also better for surfing wardancers as it negates sidestep.
    The only elf I would take Juggs on is a block witch when I already have a MB witch.
     
  13. 3SixOne

    3SixOne New Member

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    Okay, that's interesting. Cheers buddy. I think grab wasn't one I had in mind due to it only being usable during a block.

    Would you use strip ball on anyone? Sure hands seems a surprising rare skill.
     
  14. jounisii

    jounisii Well-Known Member

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    TYS has good points as always. I don't quite agree with juggs, I might think of it in certain scenarios on a block/MB piece as mentioned - probably blitzer then.

    I'm running experiment with 3 wrestle catchers vs block with pros, but I think helves should stick to 2 wrestlers and blockers as TYS said. I don't like pass block either, since it's usually rather easy to play around it. And I consider strip ball quite a bad skill. I pretty much take it on wardancers only. SB is better in early environment, when many teams don't have their SH player yet. I find it surprising if there's not a lot sure hands since you are playing at pretty high TV. But if that is really the case in your league, then it's worth considering.