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LRB 5.0 High elf player advancement templates

Posted: Thu Jul 27, 2006 4:41 am
by Father911
Since the LRB changed the High elf roster and there are many new skills availiable I thought I would share some of my thoughts on skill advancement. Feel free to add your own templates or critisize mine.

High elf player advancement templates


Throwers (Pass, Safe Throw)


Long bomb specialist

skills
Normal: Accurate, kick-off return, catch, Diving Catch

Doubles: Strong Arm

Strength: No, extra strength is wasted on a back field player; use the doubles for strong arm.

Agility: Yes, please.

Movement/Armor: No, this player is better with the skills than movement or armor.

Description: This player specializes in getting the ball (kick-off return, catch, and diving catch), setting up deep where the defense cannot reach him, and then making a long pass to a waiting receiver. This is a vital player for a 2 turn TD.



Runner

Skills

Normal: Dump off, Nerves of Steel, dodge, wrestle, kick-off return

Doubles: normal skill.

Strength: Yes, please.

Agility: Yes, Not needed for this position, but 5 AG is too good to pass up.

Movement/Armor: Yes, MV 7 is tempting but an AV 9 runner rocks.

Description: starting with pass and safe throw and AV 8 means that High Elf throwers make great albeit slow runners, combined with a catcher to receive any dump-offs and he's a huge head ache for your opponent.



Scrum passer

Skills

Normal: sure hands, Nerves of Steel, accurate, leap, dodge

Doubles: normal skill

Strength: Yes, please.

Agility: Yes.

Movement\Armor: Yes, take the armor

Description: Inevitably the ball is going to end up on the ground next to some opposing players. This guy specializes in getting to the ball, picking it up and passing it to safety.







Catchers (catch)



TD machine


Skills

Normal: Dodge, leap, block, sprint, sure feet

Doubles: Nerves of Steel

Strength: Yes.

Agility: Yes

Movement/armor: Yes, take the movement, armor is tempting, but you can't hit what you can't catch

Description: The second component to a two turn TD, Mobility is the key.





Safety


Skills

Normal: Shadowing, diving tackle, sidestep, dodge, block

Doubles: Nerves of steel

Strength: Yes.

Agility: Yes.

Movement/armor: Yes. Movement makes shadowing better.

Description: This player gets next to the ball carrier and sticks to them like glue.



Blitzers (Block)




Cage breaker

Skills

Normal: Leap, strip ball, dodge, tackle

Doubles: Juggernaught

Strength: Yes

Agility: Yes

Movement/armor: Yes

Description: The best defense is a good offence. Use this guy to knock the ball loose.





Offensive/defensive tackle


Skills

Normal: tackle, dodge, leap, diving tackle

Doubles: Grab

Strength: Yes

Agility: Yes

Movement/Armor: Yes

Description: This player's job is to clear a path for your catchers and runners.



Linemen



LOS fodder

Skills

Normal: wrestle, fend, dodge, jump up, sidestep

Doubles: Guard/leader for one of them

Strength: Yes!

Agility: Yes, though if you get it this player will have to adopt a new role.

Movement/Armor: Yes, Armor please!

Description: Hard and short is the life of a lineman. He has one job, to slow down the opposition. All of his skills are chosen to try and prolong his life



Enforcer

Skills

Normal: Dirty Player, wrestle, jump up, Sneaky Git, tackle

Doubles: Mighty Blow

Strength: tough call, I'd be tempted to use the doubles for MB

Agility: not needed

Movement/Armor: Movement might help get to the foul, but I'd still go for the skill.

Description: Is that Witch elf/wardancer/werewolf ruining your day? Are piling on, mighty blow Blitzers taking their toll? It's time to put the enforcer on the field.



Giant Killer

Skills

Normal: Dauntless, Wrestle, dodge, jump up, frenzy

Doubles: Multiple Block

Strength: Yes!

Agility: not needed

Movement/Armor: Yes. Armor. He's going to take some big hits.

Description: For dealing with all those big guys...



Safety/kicker

Skills

Normal: Kick, tackle, wrestle, diving tackle, jump up

Doubles: piling on

Strength: Yes

Agility: not needed

Movement/Armor: Yes, movement will help cover the back field.

Description: Every team needs a kicker; since he's back there he might as well play safety too.

I try to develop a roster of 14 with the following breakdown

1 long bomb specialist
1 runner
2 TD machines
1 safety
1 cage breaker
1 offensive/defensive tackle
1 kicker/safety
1 Enforcer
1 Giant killer
4 LOS fodder

Posted: Thu Jul 27, 2006 6:41 am
by DesTroy
If you can afford them as time goes by, why not get the other 2 to bump it up to 16 players, as backups incase someone goes down permanently? Yes, I know the economic system is completely different in LRB 5, but IMHO it never hurts to have extra reserves. :D

Posted: Thu Jul 27, 2006 2:05 pm
by Father911
DesTroy wrote:If you can afford them as time goes by, why not get the other 2 to bump it up to 16 players, as backups incase someone goes down permanently? Yes, I know the economic system is completely different in LRB 5, but IMHO it never hurts to have extra reserves. :D
In LRB 5.0 it does hurt to have extra reserves. Inducements aside Spiralling expenses are based on TV so if you have extra players that never touch the field then you are costing yourself money for no reason. The same goes for having more rerolls than you need.

Posted: Thu Jul 27, 2006 2:21 pm
by wesleytj
never turn down +st, even on your long passer. if you roll that, it just means it's time for him to alter his role on the team a bit. and for certain never turn it down on a line elf.

templates are a nice guideline on how you PLAN to develop a player, but there are always circumstances where it's important to be able to tell yourself "to hell with the PLAN, this guy is ST4!!"

Posted: Thu Jul 27, 2006 2:36 pm
by Father911
wesleytj wrote:never turn down +st, even on your long passer. if you roll that, it just means it's time for him to alter his role on the team a bit. and for certain never turn it down on a line elf.

templates are a nice guideline on how you PLAN to develop a player, but there are always circumstances where it's important to be able to tell yourself "to hell with the PLAN, this guy is ST4!!"
Truthfully, my passer is so fundamental to my game plan that I would turn down ST4. even with strength 4 he is still going to be in the backfield most of the time, +ST is an extra 50,000 TV. that's a big chunk for something that is never used. efficiency is the key to TV management. The long bomber is a specialist and he just doesn't need the strength.

Posted: Thu Jul 27, 2006 5:37 pm
by Fronko
Your call, however with strength 4 he makes for an excellent running ball carrier. Just make him your running carrier and your current runner the thrower for the long pass.

However, this is my opinion only and you can certainly do as you like ... :)

Posted: Thu Jul 27, 2006 6:14 pm
by Father911
Maybe I should have been more clear...
I would not take the strength if this player was already part way developed for the long bomb. If he got the strength first I would definetly use him as a runner.

Posted: Thu Jul 27, 2006 8:41 pm
by Mad Jackal
Father,

I am curious as to why you would take wrestle on a ball carrier? (IE your runner.)

When you are dumping off you prefer to take the blocker down than stay up ?

And if the blitzer doesn't have block, you can still turn him over, but would have to suffer an av roll yourself.

I am not criticizing, just interested in starting a dialog.

Posted: Thu Jul 27, 2006 8:55 pm
by Father911
Mad Jackal wrote:Father,

I am curious as to why you would take wrestle on a ball carrier? (IE your runner.)

When you are dumping off you prefer to take the blocker down than stay up ?

And if the blitzer doesn't have block, you can still turn him over, but would have to suffer an av roll yourself.

I am not criticizing, just interested in starting a dialog.
I wouldn't mind even if you were criticizing :)

Wrestle is on the runner because if he gets hit it will be by a blitz. He uses dump-off to get the ball clear and then uses wrestle to stop the blitzer so he can not continue moving on to the new ball carrier. It would not work against juggernaught, but for the most part it is a valid strategy.

Posted: Thu Jul 27, 2006 10:12 pm
by Mad Jackal
Father911 wrote:
Mad Jackal wrote:Father,

I am curious as to why you would take wrestle on a ball carrier? (IE your runner.)

When you are dumping off you prefer to take the blocker down than stay up ?

And if the blitzer doesn't have block, you can still turn him over, but would have to suffer an av roll yourself.

I am not criticizing, just interested in starting a dialog.
I wouldn't mind even if you were criticizing :)

Wrestle is on the runner because if he gets hit it will be by a blitz. He uses dump-off to get the ball clear and then uses wrestle to stop the blitzer so he can not continue moving on to the new ball carrier. It would not work against juggernaught, but for the most part it is a valid strategy.
Well I figured that was what you were going for, I'm just trying to work out when it might be better to ''block" thus keeping standing up forcing him to dodge or ... Of course if it is a warDancer blitzing you, taking the fool down stopping his movement is pretty good.

I think the key here is you have and are using dump off...

Posted: Fri Jul 28, 2006 3:10 am
by DoubleSkulls
Father911 wrote:Truthfully, my passer is so fundamental to my game plan that I would turn down ST4. even with strength 4 he is still going to be in the backfield most of the time, +ST is an extra 50,000 TV. that's a big chunk for something that is never used. efficiency is the key to TV management. The long bomber is a specialist and he just doesn't need the strength.
+ST Thrower becomes a runner...

Posted: Fri Jul 28, 2006 4:12 am
by Father911
+ST Thrower becomes a runner...
Father911 wrote:Maybe I should have been more clear...
I would not take the strength if this player was already part way developed for the long bomb. If he got the strength first I would definetly use him as a runner.
I think you missed one of my posts above :wink: