Progression advice on a Pro Elf Team

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Khaine
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Progression advice on a Pro Elf Team

Post by Khaine »

I am currently looking at my 5th game <4th actual as my last opponent conceeded by no show which is House ruled in our league as giving me 2 mvp, a 4+ roll to increase ff, roll my fan factor twice for the gate for money> and I am curious as to how to place the MVP's.

This is my Current Team

Dangerous Toys -Pro Elves 0 Treasury 2 RR 11 FF Apothacary

1 Lineman 3 spp
2 Lineman 3 spp
3 Lineman 3 spp
4 Lineman Block 7 spp
5 Lineman Block -av 7 spp
6 Lineman 0 spp
7 Lineman 0 spp
8 Blitzer Block, Dodge, Sidestep 6spp
9 Blitzer Block, Dodge, Sidestep 9spp
10 Catcher Block, Catch, Nerves of Steel 15 spp
11 Thrower Pass, Block 9 spp
12 Lineman 0 spp
13 Catcher 0 spp

My thoughts were to either make my lineman blockers because I play my elves as a bashy team. By bashy I mean I take every 2db after picking up the ball before moving. Why? Because the more players I knock down, the less players I have to worry about blocking me and hurting my players. I don't subscribe to the usual elven coaching tactics of to quote Monty "RUN AWAY, RUN AWAY!!!!!!!!". My other option is to stack both mvp's on my catcher to make a better safety. I am playing humans next game, and I know the team roster doesn't have sure hands except on the thrower and he like the passing ame and unloads almost instantly to whatever player he can. Strip ball might be worthwhile just for this fact, and with a str 3 mv 8 blocker with strip ball might make it worthwhile to take to get the 2db on the human catchers who are my main concern... I like to develop my teams for maximum survivabillity, and with a bit of luck I think I might be able to take the playoffs this year. My main opponent in the finals is a skaven coach that I taught how to play <Apparently too well as now he is ripping through bashy and agil teams like they are paper>, and I would like to make sure I have a tackle player by the end of the season that has a higher movement so I can stop the gutter runners and the last opponent I have which is a high elf team which has been struggling so they will get 2-3 handicap rolls :evil:.
If I get enough cash form the inflated gate roll for my last missed game rolled before my next match, I don't know if I should try to get a 3rd reroll or get a 3rd catcher to allow myself more movement and a greater chance to get a TD, and at the same time allow me to leave two safeties in the back field. I would also not mind being able to setup 3 catchers on offence and use my thrower as a blocker. This way I could leave two catchers in the backfield <no kickers in the league yet, but we may be introducing the experimental kicking rules next season to allow for kickers> to have a pickup/run/handoff/block hole/cover with TZ, and run into opponents backfield. Playing against the humans and or the skaven actually does not scare me as he will have to commit 2 players to get a 1db, so I would be willing to chance an early advance into the other half of the field..

I was also toying with the option of giving my blocking catcher sprint to add an extra movement for a possible outrun score, and to improve his abillity as a safety. With a mv 8 with 3 gfi chances that's 11 mv which will make him extremely mobile on both offence and defense....

I was thinking about maybe trying to advance my rookie catcher to skill him up as well.. Another catcher with block would be an asset, and even dodge would be an option to have a dodging catcher. If I took dodge on my developed catcher it would make him a blodger with a reroll for dodge. As our league is tackle light, this option is very attractive as well...

Does anyone see why I am having slight difficulties choosing the skill I would like to take. This is all saying that I will roll a skill and not a double, but unless I got a stat increase which I would take unless it was a mv on a lineman as I feel 6 mv is enough to get my blocks setup, I would not turn my nose up at a str 4 catcher to use as a super safety, or an extra movement for a mv 9 catcher, or an agillity 5 catcher to make him a devastating dodger.

With the fact that I play my elves bashy, on a non stat doubles roll I MIGHT be tempted to take mighty blow just to scare my opponent.. They actually fear mighty blow a bit more then they should. They act as though mighty blow was the old PO :evil:. The psychological factor might be worth it on a catcher on a double.

With the lineman advancing if I decide to do lineman, I may try to give one lineman block and one DP to deal with the occasional BG that are popping up in the league.. One elf with DP could make an ogre or a rat ogre <currently the only 2 BG in the league> go away for the game which would then give me a distinct advantage as almost no other team has more then one reserve having opted for buying rerolls or the occasional possitional. In fact I believe the entire league only started with 1-2 rerolls with 2 being the current reroll max...

Any suggestions will be welcome as I trust the opinions I read on here so I'm think I will be able to get a very nice team developed with some help on here with my development. BTW I did go through the pro elf guide I found online but I'm truthfully playing them alot differently then any elven guide I found which subscribes to elves having half dodge half block and dodging the lineman away from tackle zones, which I do the exactly the opposite :). The human team is also sporting an ogre up front which is a concern, but not overly so. As a rule the human player regularly fails 4/5th of his bonehead rolls, and I will just gang up on him and stick the boot in to make it less of a worry for me :).

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Underdog
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Post by Underdog »

Id take two more block linemen. My biggest regret when developing my Elf team was going for dodge on the linemen instead of block (and being greedy with the catchers). Also if you roll a double for a Line Elf a Gaurd elf never hurts.

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Mootaz
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Post by Mootaz »

I am assuming you are using "Chosen MVP", right?

I'd give the MVPs to Linemen with 0 SPP. The linemen with 3 SPP you can always skill up with TDs. The linemen with 0 SPP need only a further Completion and presto they have a skill.

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Khaine
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Post by Khaine »

Mootaz wrote:I am assuming you are using "Chosen MVP", right?

I'd give the MVPs to Linemen with 0 SPP. The linemen with 3 SPP you can always skill up with TDs. The linemen with 0 SPP need only a further Completion and presto they have a skill.
Normally I would be right there with you, but I only have 2 more "regular season games" and I think that the skills now would be more helpful for securing the playoff spot I want then 2 maybe skills if I want to use lineman to make throws.. :(. I think I am probably just going to skillup my 2 lineman and hope for a double or a str increase with them.

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