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Pro Elves for the Dungeonbowl
Posted: Thu Jan 26, 2006 11:36 am
by Mootaz
I've decided to take Pro Elves to the Dungeonbowl. It's a TR 100 affair and this is my team
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220 2 Blitzers
200 2 Catchers
420 7 Lineelves
050 1 Apo
100 2 RR
010 1 FF
I think my skills will be:
1. Kick on Lineelf
2. Dodge on Catcher
3. Dodge on Catcher
The last 2 skills, I'm not so sure. Either I take Block on 2 Lineelves, or I skill up my Blitzers, either with Dodge or Tackle.
I've never played any agility teams before, but I'm comfortable with humans, although I normally do the running play and only pass if absolutely necessary. So changing to the passy Elves is quite a change for me. I'm pretty confident about playing against bashy teams, but I don't really know how to play them against fast teams, especially Woodelfs. Any help or feedback is appreciated.
Posted: Thu Jan 26, 2006 1:42 pm
by El Hombre
I'm playing Pro's for a while now, and their main problem is indeed on the defence; while they can get virtually unstoppable in the attack, they really need someone to tell them about defence.
The way I do it relies heavy on the catchers - and they take already the responsability for scoring... Don't try to engage the attacker in a fight unless you have no other choice; stay away from him, just one square, keep you players together, so that your oppenent has to make a succesvol blitz in orde to create just one gap. If he tries the pass, you should have a decent chance of intercepting with you catchers (AG4 + NoS + catch; albeit tricky to give passblock in a tournament...)
otherwise: just try to outscore your opponent; a win with 5-6 is still a win
Greetz
El Hombre
Posted: Thu Jan 26, 2006 1:59 pm
by Manik
Are you sure you want to go without the Thrower in your Line Up?
Pro Elves excel at a passing game and you need a thrower for that. Send both catchers in deep, with NoS opponent will need to blitz one of them. The other is ready for the perfect pass and the score. It's a whole lot trickier without the Thrower.
For defense, you should give your Blitzer Dodge. Unless you play against Dwarfes, you can move them to one corner of the cage, wait for the block and sidestep right into the cage.
Good luck against other elves. You will have a hard time stopping them. Outscore them if you can....and hope for a turnover on the other side and be ready to take advantage
Posted: Thu Jan 26, 2006 2:05 pm
by Mootaz
That's exactly what I plan to do with my catchers

But I can't really fit the thrower. I'd love to have a thrower and give him Accurate, and with TR 110 I'd do that, but I just can't fit the thrower. I could leave the Apo at home and upgrade one lineelf to a thrower and the other to a catcher, but I think 11 elves with mostly AV 7 have a really hard time without the Apo...
So would this be a better lineup?
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220 2 Blitzer
300 3 Catchers
070 1 Thrower
300 5 Lineelves
100 2 RR
010 1 FF
Posted: Thu Jan 26, 2006 2:44 pm
by habasta
I will play with highelves at the Dungeonbowl. Take the thrower for your elves. My highelves have AV 8 and yours AV 7, but you have 3 catchers with NOS. Thats great. I start with 2 lions, a thrower, 2 dragons and rest lineelf. 2 RR and 2 FF.
I also think about a second thrower and FF one less. So i have 2 players with pass. Thats another tactic others don´t expect this.
Posted: Thu Jan 26, 2006 2:57 pm
by Mootaz
OK, let's say I take the 3 Catcher 1 Thrower setup. Who do I give kick? Because this will normally be my defensive setup against agility teams, a basic 5-5-1.
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-----------------
....|L..L..L|....
.L..|.......|..L.
....|B..C..B|....
.C..|.......|..C.
....|...T...|....
My blitzers are where they are because this is the major weakness in the 5-5-1. With sidestep they are ideal to protect this hole. But as you can see, all my linos are in illegal positions for kick, but I don't want to give kick to a positional player, as these are already hunted enough.
EDIT: This would then be my new skill choices.
1. Kick (on ?)
2. Accurate on Thrower
3. Dodge on Catcher
4. Dodge on Catcher
5. ?
Posted: Thu Jan 26, 2006 8:04 pm
by el sid
I'm not that experienced playing Pro Elfs, but I used to play Skaven a lot. Both teams are weak "power defending". With this I mean they suck at playing attrition.
When playing Skaven or Pro Elfs, I tend to put my fastest players near the centre line of the pitch. Especially if I have a player with Kick, I capitalize on getting to the ball before the receiving team does! So my Gutter Runner or Elf Catchers run like mad toward the ball!
Sometimes you're lucky and your opponent misses to protect the ball or fails at picking it up. If you sent multiple high MA, AG 4 players down his half, this probably means you win an extra TD.
If I don't succeed to get the ball in time, most of the time I don't put up that strong of a defence allowing my opponent to score. Allowing me to score even faster!
el sid
Posted: Thu Jan 26, 2006 8:35 pm
by Mad Jackal
Mootaz, it seems silly I guess.
But looking at your skills you ideally "want"
I think my skills will be:
1. Kick on Lineelf
2. Dodge on Catcher
3. Dodge on Catcher
The last 2 skills, I'm not so sure. Either I take Block on 2 Lineelves, or I skill up my Blitzers, either with Dodge or Tackle.
one catcher would not be getting a skill anyway....(assuming you skilled combo of line elves and or blitzers (or thrower) for last 2 skills.)
Put the kick on the 3rd catcher. Who cares that he is a positional?
something like:
Kick Catcher.
Dodge Catcher
Dodge Catcher
Accurate Thower
Tackle blitzer (If facing ag)
Best of luck.
Posted: Thu Jan 26, 2006 8:54 pm
by gken1
from my experience playing dungeonbowl, throwers suck. especially if you're playing elves.
nm......... you're talking about the Dungeonbowl in Germany, not Dungeonbowl the boardgame..........
Posted: Sat Jan 28, 2006 9:46 am
by Mootaz
I need feedback on the Thrower. I consider taking one but I'm not so sure about the skills to give him (if any). Normally, I'd give the thrower Accurate and it is nice to throw Long Passes on a 3+, but wouldn't Dodge be more versatile and usable? As I've said, I've never played any real passing team.
So, is Accurate worth it in tourneys?
Posted: Sat Jan 28, 2006 10:04 am
by sKink
I wouldn't take accurate, since you already throw quick and short passes with 2+/3+ rr. If you have to toss a longer one, that means your offence plan has already failed.
If you want to skill the thrower I'd take sure hands. That would mean you had a free rr for every step towards scoring (pickup, pass, catch, maybe dodge?).
Posted: Sat Jan 28, 2006 10:10 am
by Mootaz
Sure Hands sounds good, but isn't its use very limited? If I have to protect myself against Strip Ballers I'm already in deep trouble as I'm not geared towards running the ball. So its only use will be for picking up the ball. Wouldn't dodge be more versatile? It helps with dodging and being hit. And with dodge I can possibly go shorter routes, leading to shorter passes.
So is Sure Hands in your tourney experience really that helpful?
Posted: Sat Jan 28, 2006 3:31 pm
by #crunch
sKink wrote:I wouldn't take accurate, since you already throw quick and short passes with 2+/3+ rr. If you have to toss a longer one, that means your offence plan has already failed.
If you want to skill the thrower I'd take sure hands. That would mean you had a free rr for every step towards scoring (pickup, pass, catch, maybe dodge?).
Why not give the thrower kick? He's the player least likely to take a beating on either offense or defense, and accurate isn't a priority in a tourney, IMO.
power defending
Posted: Sat Jan 28, 2006 3:32 pm
by GoRbLitZ
Ive been WE'edy playing for a long while and find that defending against power comes down to delay.
1)He cages and proceeds to stomp up field.
2) You dodge one square backwards every turn with everybody. Trying to create any 2 dice block situations on the sides and rear that will allow a smackback at the brutes. Of course remembering not to end up/follow up into any TZ's
3) After 3-4 turns of this your opponent will get desperate enough to try a break out, then you proceed to outmanuever and bring down his break out while containing his cage remnants in the same manner so there wont be any help for his breakaway player(s).
If you are kicked to in the begginnning of the game you might come into the half at a 1-0, or if you can force the desperate cage break a, 2-0 lead.
This will lead to a 2-1 or even a three one victory if you keep the pressure up. Only casualties will reduce your chances for success.
The key with elves is to, like a steam tank, keep the pressure up just not too much or you will explode. And as we all know third degree steam burns arent very nice. Neither is losing a BB game. For that matter no burns at all are very nice.......anyhoo, on to the overall point, Stall them brutes, force errors, scoop up the pigs bladder and score like lightning!
Good Luck!

Posted: Sat Jan 28, 2006 5:00 pm
by Mad Jackal
#crunch wrote:sKink wrote:I wouldn't take accurate, since you already throw quick and short passes with 2+/3+ rr. If you have to toss a longer one, that means your offence plan has already failed.
If you want to skill the thrower I'd take sure hands. That would mean you had a free rr for every step towards scoring (pickup, pass, catch, maybe dodge?).
Why not give the thrower kick? He's the player least likely to take a beating on either offense or defense, and accurate isn't a priority in a tourney, IMO.
We are talking Pro elves right?
Move 6 thrower and NOS catchers.
Taking accurate allows you to flood the field with catchers at various positions and depths. While your thrower hangs deeper back out of blitz range. It is no small feat to be able to throw quick passes (+1 mod) across 6 squares, or shorts (+0 mod) to 10.
For example you could stand next to your own endzone and still throw an un modified pass (short) to a catcher who wouldn't have to GFI to score....Without GFI with the thrower either...
But, if that isn't your style.....
Sure hands is good so you start the drive off right without taking a team re-roll for the pick up. And it greatly improves you odds on def when picking up in a tz. Leader would also be interesting to take.