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Elf Elf team skill up doubts aplenty!

Discussion in 'League and Team Development Tactics' started by Viajero, Dec 15, 2010.

  1. Viajero

    Viajero Active Member

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    Well... I have an elf team in a private league who´s played the 4th match and... two skill ups in 2 players... both are the first skill, and I am really puzzled.

    Roster like so:

    Thrower: 7 SPP, just rolled 6-6 (!!!)

    Blitzer : 9 SPP, just rolled 2-2 (!)
    Blitzer: Dodge

    Catcher: Dodge
    Catcher: Block

    Lineman x 5: unskilled although a few of them at very close to 6 SPP

    3 RR + Apo

    Also, with 150K in the bank, shall i go for another RR or buy a new catcher?

    Let´s start with the "easier" one, the blitzer... doubles, so thinking about Guard or Mighty Blow but... I really need dodge to make this blitzer really useful first. What to do?

    The Thrower? Man that is really breaking my heart. On the one hand I really really like to have Strong Arm right away but, letting a +ST down, I ll get Nuffle wrath on me for the rest of the league... prolly even by thinking about letting it go is enugh already! I never send throwers in the thick of it normally... What to do? what to do?
     
    Last edited: Dec 16, 2010
  2. coachman

    coachman Well-Known Member

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    You need to give more info about your league, what teams will you face? Is it a short league? Long league? Ongoing league?

    For me the 6-6 should be strength every time. With the exception of the tree man, secret weapons and snotlings everyone should take str+.

    The blitzer depends on the type of league you're playing.

    I would be tempted to take guard on the blitzer. Sidestep and guard can be a real handful. You can take dodge on any roll If its a short league then maybe go dodge or tackle.
     
  3. Murkglow

    Murkglow Member

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    To me both are easy answers. +Str and Guard every time on every league (Unless your league is something crazy like all Halflings/Goblins/Ogres).

    Guard is vital even just vs Str3 teams and +Str is too good on an elf to pass up. It doesn't matter if it's on a thrower, he's just as good at hitting as a linemen. If you won't want your thrower in the thick buy a new thrower but don't pass up +Str.
     
  4. Viajero

    Viajero Active Member

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    The leage has plenty of dodge teams. A couple DE, 1xHiE, 1xSkaven, then 1x Amazons, 1xHalflings, 1xGoblins. After that, 1xUndead, 1xVampire, 1xHuman, 1xNorse.

    Already played with DE, Va, Gob and Und. Next I face the second DE team wich has a strip ball blitzer and a dodge lineman.

    Its a one round league only (11 games) but we will create a subsequent league after that where we will be able to carry over teams etc.
     
    Last edited: Dec 15, 2010
  5. Barninho

    Barninho Well-Known Member

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    I would take Strength and Guard every single time. I'd be tempted by Mighty Blow, but you never know if your next double is going to come.
     
  6. Coach

    Coach Administrator Head Coach

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    +ST for the Thrower and develop him in a defensive build

    Guard for the Blitzer, with Side Step Guard is even better, you can get Dodge in his next skill (unless you roll well again).

    You only have 10 players? Get the Catcher.
     
  7. Doover

    Doover Member

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    Take the Strengh and use him like a Lineman with Str. (and Pass if needed)

    Also use the money to buy a new Thrower who will become your real Thrower.
    Think about it like you are able to buy a Lineman with ST4 and Pass with just one lvl up for 70.000 who wouldn´t do that?
     
  8. maxcarrion

    maxcarrion Active Member

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    +St and guard without a doubt. The thrower may be the worst elf player to have strength on but it’s still worth taking, you can use him as a forward thrower for a handoff or as a st4 lineman who happens to have throw and strength 4 ball carriers bring your opponents their own set of problems. I’d probably buy a second thrower next as your new st4 guy is not always going to want the ball.
     
  9. Viajero

    Viajero Active Member

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    Hmmm, Ok. I ll probably go for +ST and Guard then. But still doubting if buying a 3rd catcher or the thrower as some of you said. Catchers are the heart of an elf team, without them, scoring chances are reduced dramatically.

    I can use the ST4 thrower as carrier to play a running game with an option for pass. Escorting him with the Guard Blitzer to top it up.


    Im thinking of getting the 3rd catcher now and then save for a thrower or RR next?
     
    Last edited: Dec 16, 2010
  10. stopbanks

    stopbanks New Member

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    Re:

    I agree with you that The Thrower? Man that is really breaking my heart. On the one hand I really really like to have Strong Arm right away but, letting a +ST down, I ll get Nuffle wrath on me for the rest of the league... prolly even by thinking about letting it go is enugh already! I never send throwers in the thick of it normally... What to do? what to do?
     
  11. chef

    chef New Member

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    I would go for a re-roll next. With an elf team, one thrower is enough. In my opinion, the thrower isn't actually even that necessary. Only reason I like them at all is because they are only 10k more than a lineman. The catchers and blitzers are what make this team awesome.
     
  12. Viajero

    Viajero Active Member

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    Ok, so +ST and Guard it was.

    Now what to do with the 150K? Catcher or Reroll?
     
  13. Netsmurf

    Netsmurf Well-Known Member

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    I would probaly take the reroll, as that brings you to 4 and all you will need. That way you still have a journeyman to sacrifice instead of one of your lineelfs in this match. After this match then start getting players and who knows you might end up with reserves:eek:

    I find it a good advantage to have 2 coaches and 2 cheerleaders when rolling for rerolls on kickoff and you only give 40k away in inducements, so you might consider getting that also.
     
  14. Falcon

    Falcon New Member

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    Catcher

    I would go with another catcher. They are just too good not to. I think you will get more millage out of another catcher than another RR. Plus with 2 cheer and 2 coach you will likely end up with another one at some point.
     
  15. Viajero

    Viajero Active Member

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    Hmmm, I m still undecided on this one. Next I play against a new fresh dwarven team... and playing against dwarves consumes rerolls big time. Also, with a RR he would have 200 in inducements while a catcher would give him slightly more than 250.

    Updated roster like so:

    Roster like so:

    Thrower: +1ST
    Blitzer : Guard
    Blitzer: Dodge

    Catcher: Dodge
    Catcher: Block

    Lineman x 5: unskilled although a few of them at very close to 6 SPP

    3 RR + Apo
     
    Last edited: Dec 20, 2010
  16. biLLy

    biLLy Member

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    But you have only 10 players on your roster?? Maybe you need a Catcher + Lineman, isnt it?? Or maybe 2 Linemen...

    I would try to have 12-13 players and then invest in RR, but that is my personal flavour.

    Suerte.
     
  17. Coach

    Coach Administrator Head Coach

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    A Journeyman could be handy to have against a Dwarf team for the next match though.

    Another option is to just save the cash and play the team with the one Journeyman so you don't give away more inducements. Then reassess what the team needs after the Dwarf match up where you will also have more money.

    Tricky spot, good luck with the game and whatever option you decide to go with!
     
  18. Viajero

    Viajero Active Member

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    Thanks... playing against dwarves is always tricky indeed.

    I think I will go for the RR... 4 RR will make me more comfortable for those dodges out so to reform my stalling line in defense. Also, I think I much prefer that JM facing the dwarves at the LOS than all 3 being my own little guys.