I've started a small league with three of my friends, we have two teams each - one each in a "good" division and one each in an "evil" division. The schedule is to play each divisional team twice and the interdivisional teams once (excluding your own good/evil counterpart) for a total of nine games (6+3).
My "good" team is High Elf, and I've played two games so far - losing to Humans on the final turn 2-3, and drawing 2-2 with an Ogre team that happened to be on Ritalin (one failed bonehead the entire match, successfully re-rolled). I learned never to kick touchbacks against Ogres.
My starting roster is:
1 Blitzer
2 Catchers
8 Line
3 RR
10k in the bank
I figured that I'd need as many RR's as possible since High Elves are horribly devoid of skills at an early stage, at least one guy with block, and at a minimum two catchers (one's a target, two's a threat). Eight Linelves means that they'll have to do a fair bit of heavy lifting so at at least a few of them will get some SPP's.
After the first game I purchased an Apothecary (leaving me with an empty account) and fortunately I rolled a +ST on a Lineman.
The second game has yielded a new basic skill on a Linelf, a basic skill on a Catcher and a basic skill on my Blitzer. For the Blitzer I took Dodge, which I'm happy with.
My division opponents are Humans, Humans and Wood Elves. The other division is Necromantic, Skaven and Ogres (along with my Orcs). Its pretty much Dodge city across the board.
For the Linelf I'm in between Kick and Block. I like Kick, but I don't think my Catchers are skilled enough to take advantage of it.
For the Catcher, I want a long range safety type so I'm leaning towards Wrestle & Leap. What's best to take first?
Suggestions?
High Elf short league development
- Fassbinder75
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High Elf short league development
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I'd consider switching a RR for a thrower and a blitzer. The thrower can get leader pretty quickly to make up for the RR issue but 3 RRs should be ok if you use them at the right time. Two catchers gives your team a good looking development path and blitzers are just so useful early in a teams development.
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- besters
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I find for High Elf it is all about survival, so I tend to go for dodge and block as the first skills, dodge for catchers and blitzers, block for linemen, and the reverse for the 2nd skill. I would be tempted by kick on a lineman as an alternative. If I get a double it would go on guard.
I would have sacrificed a TRR for an extra blitzer and catcher.
I would have sacrificed a TRR for an extra blitzer and catcher.
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- mubo
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Re: High Elf short league development
Block (maybe wrestle) on the lineelf. That way he can become a 2nd blitzer while your team develops. Kick can wait, it's much better vs slower teams.Fassbinder75 wrote:
For the Linelf I'm in between Kick and Block. I like Kick, but I don't think my Catchers are skilled enough to take advantage of it.
For the Catcher, I want a long range safety type so I'm leaning towards Wrestle & Leap. What's best to take first?
Suggestions?
Catcher I'd probably go dodge. He will be needed as a mobile assist, and will keep him in one piece.
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Yeah, don't over-think this. See too much Dodge? Take Tackle.Wylder wrote:If you're playing in a league which you described as "dodge city", I would take that first lineman skill as tackle.
In a short league, I'd just risk death and avoid some of the protection skills. I'd be even more aggressive than normal (and I'm already pretty aggressive in Blood Bowl).
By the way, Kick is huge. Short term, it's usually one of my first five skills. I'd even put it on a positional player.
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