Vault Pro Elves - Starting Roster

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falconeyed
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Vault Pro Elves - Starting Roster

Post by falconeyed »

I'm thinking about the following pro elf roster for my TT league, which is switching from LRB to PBBL 1.10 for our next season:

1 Blitzer
1 Thrower
10 Elves
2 RR
6 FF
Apoth
10k in the bank.

Originally, I thought about the 2 blitzer / 9 lines / 3 RR / 9 FF route, but 9 FF seems like madness to start off with. The league is 10+ teams, we play everyone once, and teams can carry over from season to season. We also have a four game preseason that all rookie teams can participate in, in order to get a couple of skills by the time games start counting.

Thoughts? I was hoping that the team might be a bit more durable this way, having an extra man to start off with (plus the apoth). Given that the team can carry over from season to season, I was thinking that a lineman or two might actually survive long enough to get a couple of skills (I'm drooling at the thought of some blodging fenders), so that by the time the catchers show up, I might actually have a decent base of linemen and some ballhawking blitzers.

Thanks in advance.

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everyman
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Post by everyman »

I'm not a big fan of starting an Elf team with a Thrower. I find it easier to spread the completion SPPs around by starting without one. If I take a Thrower to start, he winds up stealing the odd +1SPP from my line elves. My elven positionals tend to SPP up without much effort, so I invest my effort in getting the SPPs on the line.

I prefer a starting lineup like this:

1 Blitzer
1 Catcher
9 Line
4RR
0FF
Apothecary

I start with an Apothecary if my goal is to advance the team better over the long run. I start with an extra player instead if my goal is to win games from the get go:

2 Catcher
10 Line
4RR
0FF

IMO, having an abundance of rerolls helps me keep my elves alive better than an apothecary. Without the rerolls I face devastating turns where I suffer an early turnover and all of my elves are still in the opposition's TZs. The RRs help avoid that.

The 0FF is controversial, but in my book a potential +10K winnings doesn't pay off quickly enough. If I start with a stronger roster and win some games, my FF will raise anyhow. If I start with 6FF then I need to enjoy the +10K winnings benefit six times before it's paid for itself. Keep in mind that winning teams starting at 0FF can match your 6FF after their first six games. I eat the kickoff disadvantage as the most common FAME influenced kickoff results are about RRs which I have 4 of.

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falconeyed
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Post by falconeyed »

I've thought the same thing with the thrower, but I was looking at the math in starting with 1 blitzer / 11 line and I'd have 20k in the bank, so I thought maybe adding an extra 10k to someone (and leaving 10k in the bank) to get pass might be worth it.

Also, the 0FF has never occured to me. I'm going to have to take a look at that. It would seem like the 4RR would help against cheering fans / brilliant coaching, but you're basically giving up on thrown rock and pitch invasion (which don't happen with great frequency). Very interesting.

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Post by GalakStarscraper »

You cannot start with money in the Bank. If you look at the rules ... the only time money can be moved to the bank is during the post game of a match. So a starting team always starts with TV 100.

Galak

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falconeyed
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Post by falconeyed »

I meant treasury.

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