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High Elf Development
Posted: Thu Jan 31, 2008 3:20 pm
by AviStetto
I'm starting a new High Elf team in a LRB5 league and have a couple of team development questions for discussion. This is my first time playing High Elves.
I started the team with 2 blitzers, 3 catchers, 6 linemen, 2RR and 1 FF. I just finished my second game.
What should I take as the first skill for a lineman (normal skill)? My initial thoughts are Kick, Block, or Dodge
What should I take as a first skill on a catcher? I rolled doubles and there are several different ways to develop catchers.
And now for the really tough question. I had a journeyman lineman for my second game and he got the MVP. I now have 100k in the treasury and can't decide the best way to spend it. Here are my options:
- hire the journeyman who got the MVP for 70k
- hire an apothecary for 50k
- hire a 4th catcher for 90k
- hire a thrower for 90k
- buy a 3rd reroll for 100k
-Avi Stetto
Posted: Thu Jan 31, 2008 3:34 pm
by PubBowler
I think your first choice on the linemen is fine.
Any of those will serve you well.
Double on a catcher for first advance, a few options.
Mighty Blow: followed by Block, Tackle
Guard: followed by Block, Side Step
Juggernaut: followed by Frenzy etc
I would go for MB as Juggernaut isn't as powerful and doesn't require your AV7 player to be put in harms way like Guard does.
As for your inducements, I'd grab the journeyman. He's only one pass away from a skill and that's easily done with elves.
Oh, and welcome to the forum!
Posted: Thu Jan 31, 2008 3:44 pm
by Barney the Lurker
For doubles on a catcher I personally would steer clear of MB, I just don't think he'd ever use it.
Personally I'd go for Nerves of Steel, Combined with safe throw, gives you a very reliable passing option. Next skill would obviously be dodge.
I'd also take the journeyman. As already said, he's a quick pass away from a skill.
Posted: Thu Jan 31, 2008 3:46 pm
by Papa Sebco
Well, for the lineman skill, I would choose Kick as well. This is a very important skill against heavy teams when you play elves (high elves, elves, wood elves and even dark elves).
For the catcher "double" skill, I would prefer Guard than Mighty Blow. I really like to have some Guard players when I play elves. Not to bash, but to be abble to sack with 2 dices. And MV8 players are really abble to be at the right place at the right moment with their Guard skill (and yes, Dodge and Side Step are good skills to add to this Guard catcher).
[Edit : Nerves Of Steel seem to be another good option : I prefer to first take defensive skills on my high elf and elf teams as they are good enough yet on offensive drives, but this is just a matter of taste]
About your 100k gold : I would also buy the MVP journeyman. He's just 1 spp from his first skill so he's a good investment for only 70k.

Posted: Thu Jan 31, 2008 4:24 pm
by Axtklinge
Welcome to the forum!
On the linemen, both kick or block should be my first choice.
Perhaps kick, as it can help a lot specialy when playing against bashy low AG teams.
For the catcher maybe Nerves Of Steel. He caqn turn into a real pain for your opponent defense. The next he gets, give him block.
Cheers
Axt
Posted: Thu Jan 31, 2008 9:49 pm
by Falkom
For lino I would sugest kick
Catcher - guard
Take that MVP lino and get him 1 spp next game
Posted: Thu Jan 31, 2008 10:07 pm
by mattgslater
Lino: Kick
Catcher: Guard if it fits your D setup, ignore the doubles and take a normal skill if not (NoS is great, but it's a combo skill...).
Cash: What everyone else says. MVP lino is the best deal you can hope for.
Posted: Fri Feb 01, 2008 1:31 am
by Cramy
Lino: Kick
Catcher: MB or Guard
Cash: Journeyman Lino with MVP
Posted: Fri Feb 01, 2008 10:05 pm
by AviStetto
Thanks for the feedback. Taking kick and hiring the MVP journeyman were both near unanimous decisions.
However, there seems to be differing opinions on developing catchers.
So, here is my new question/challenge.
How would you develop the four catchers on a high elf team? For each of the catchers, choose what 3 skills you would give him and describe the role he plays on the team. For each player assume that 2 of the skills are normal rolls and the the 3rd skill could be doubles.
Some Examples:
Block, Tackle, Mighty Blow*/Frenzy: Extra team blitzer
Dodge, Side Step, Block: Utility Catcher
Sure Feet, Sprint, Leap/MA+1**: Speedster
Juggernaut*, Strip Ball, Leap: Ball extraction
Tackle, Diving Tackle, Shadowing: Hunts opposing catchers
Nerves of Steel*, Pass Block, Leap: Interception threat
Guard*, Block, Dodge: Mobile assitant
-Avi Stetto
Posted: Sat Feb 02, 2008 12:42 am
by mattgslater
I do it differently with PEs than I would with HEs, because I don't have a whole lot of pressure to develop a Side Step game. I think that SS is not always the best bet for a HE catcher, but the more the merrier and they do tend to be SPP hogs. In that case I'd make it a second selection after Block or Dodge. I'd definitely want to develop a Dodge/Leap player.
Guard is a question of defensive setup. If you have a goal of developing a "keep 'em out" defense using four Catchers to maximize 2T defensive TD potential then you want to give him Guard and put him next to the inside linebacker to force ST3 opponents to go the other way and to keep him in a relatively safe yet central position to help out vs. stronger teams. However, having such a position either implies a Side Step cornerback or a willingness to cede the wide zone.
As a PE coach I can tell you you'd get mileage out of Nerves of Steel, and should consider it someday on a doubles roll. However, your team is too new to consider boutique skills. Bread and butter, baby, and the only such skill not on your list is Guard. So Guard, or whatever you'd otherwise do, depending on your D setup.
Posted: Mon Feb 04, 2008 1:02 pm
by PubBowler
Block, Leap, Strip Ball: Hunts ball carrier, especially in cage
Block, Frenzy, Side Step: Long range crowd push threat
Everything else depends on Doubles
Block, Tackle, Might Blow: Catcher killer. Diving Tackle as skill 4.
Personally I'd avoid scoring skill sets. You don't need the help in that regard. You will need additional Blitzers
Posted: Tue Feb 05, 2008 4:30 am
by grampyseer
I'd roll with nerves of steel, then block.
You bury the catcher deep, he gets mobbed...but makes the catch ANYWAYS (did anyone watch that phenomenal completion @ the super bowl.. about 2 min left in the 4th?)
After you catch, you roll some fast assists in, then blitz out with your block .. (or juggernaught if you want to get cheeky) Make a 2+ dodge for the TD.
Your essentially paying a doubles advance to make a 1 skill pro elf catcher, but it's a pretty sexy combo.
...just my thoughts after my brief pro elf career... (I know you play HE

)
Posted: Tue Feb 05, 2008 1:43 pm
by Cramy
IMO, avoid scoring skills. You have a thrower, and catchers. You can score easily. What you need are defensive skills, as that's the difficult part with all elves.
PubBowler showed some good examples of skills combos.
You'll want a player with Wrestle, Leap and Strip Ball. A Lino may be better as he could get fouled after wrestling the ball carrier to the ground.
Turn Catchers into mobile blitzers and assists. I really like Dodge on these guys (well, on all Elves, usually before Block) to make them more mobile.
Posted: Tue Feb 05, 2008 6:37 pm
by grampyseer
Making a couple catchers into backfield safeties.. (tackle, stip ball, juggernaught, leap) Is a fantastic idea.
I'd still lean towards making a dedicated scorer or two. IMHO, if you make someone that demands double, or triple coverage, it's like playing with fewer opponents.
Posted: Tue Feb 05, 2008 7:39 pm
by mattgslater
The more I think about it, the more I think you should get NoS for a defensively-oriented player. Get him Dodge next*, and then Sure Hands, and you've got a recovery specialist AND an extra offensive threat. The O value alone isn't worth doing it for, but as I watch the way I use NoS with my Pro Elves, I think that might be worth building for. I'd still want to go Dodge first (the Wood Elf Catcher is the best, hands down), but you take the doubles when they come.
Why is NoS a Passing skill again? Yeah, yeah... it used to be a Trait, but before that it was General, and it didn't seem overpowered then. Pro Elves, who frequently have 4 guys with NoS (and would otherwise need doubles to take it) seem to benefit from it primarily late in the season when they start getting that combo value, but even then it's more fun than effective, and while a good PE team can be scary like any other well-played 1st-tier team, it's not the situationally-viable boutique skills on the Catchers that kick your butt: they just help the elves look good while they're beating you.
* Dodge over Leap. Leap has more oomph for ball-getting, but Dodge helps you save your 140k AV7 player if it doesn't work. If the player has Dodge and doesn't have to dodge to get there, NoS is extraneous.