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"Freak" Pro Elven Team

Posted: Wed Feb 20, 2008 4:38 pm
by irlandes
I'm playing an "infinite" league with pro elves and, quite sick and tired of "normal" developments, I'm putting "strange" habilities on my elves... but need some feedback.
This is my premise: no block, no dodge, no blodge on linos. Some slight exceptions with positionals :p
With this...

Catchers: dodge, jump, side step, dump off on doubles, +MA, +AG, +ST if high rolls (not so freak)
Catcher2: jump, sure hands, strip ball, dump off on doubles, +MA, +AG, +ST if high rolls
Thrower1: precission, leader, dump off, strong arm when dobs, +MA, +AG, +ST whenever I can (not so freak)
Thrower2: sure hands, strip ball, nerves of steel, jump, dodge, 'not sure what' when dobs, +MA, +AG, +ST whenever I can
LoS Lines: wrestle, fend, defense on dobs, +AR, +AG, +ST whenever I can
Linebackers: kick(1st), tackle, wrestle, maybe Diving Tackle + Jump Up, side step, 'not sure what' when dobs, +MA, +AG, +ST whenever I can
Blitzer: dodge, jump, strip ball, tackle, 'not sure what' when dobs, +MA, +AG, +ST whenever I can (not so freak)

the use of the players si as follows:

Catcher2, pressure maker. Try to jump and blitz the ballcarrier in his own field and grab the ball
Thrower1, normal quarterback
Thrower2, midfield thrower, mainly as catcher2, but quite more thrower ;)
LOS linos, try to put down atackers or hinder their advance, more resistance.
Linebackers, "hunting" and hindering abilities
Blitzer, same as linebackers, but using them in the midfield for selective blitzes

my main doubts are:

developed LOS lines, drop AG? but AG5 is always good... not sure...
dubles on linebackers? more Defense and insert them into LOS? Leader to "win" an ability slot with the quarterback?
dobs on Blitzers? defense quite not, as they will be hitting selectively, but thinking deeply, with side step or jump would be quite a pain in the *ss... maybe Migty?

The other teams in my division are, 1000K gobos, 1500K humans and all 1700K humans (last champions), undead, ST4 and AG4 blodger amazons (scary) and dark elves. Im starting a new roster.

Thanks for the feedback and sorry if any english mistakes ;)

(and please, don't post "forgtit nd blodge 2all" ;) )

Posted: Wed Feb 20, 2008 5:26 pm
by mattgslater
If I took my PE development strategy and committed not to taking Block or Dodge on linos (do I understand that's what you mean?), here's what I'd do.

Linemen:
Side Step! Stop only for Kick (get the Kicker SS next), and maybe follow up later to build a SG/DP combo. Maybe one Wrestle guy. I'd get Dodge 2nd, but if you're not doing that, then go for Fend. Doubles = Guard. Once you have five Side Step linos and two Blitzers, you will have reached the pinnacle of Pro Elf-hood and you won't have any more friends because playing against you will be an exercise in constant frustration. You'll see people burning good development skills to take Grab on guys who otherwise would have ignored it!

Blitzers:
It depends on league composition. If I think most of the threat comes from speed, I'll give at least one Tackle, then look at Dodge, Jump Up and Diving Tackle (Mighty Blow on doubles) and use them as cornerbacks (Tackle on the second one is maybe a 2nd selection in that case). If the threat comes from grind, I'll ignore Tackle and send one guy after Leap/Strip Ball and the other for Dodge and Jump Up, with Guard on doubles (suboptimal on defense @ setup as the Blitzer is there to take a Blitz or get avoided, but good in combo with SS as the drive develops). If I'm not sure, I'll start with Dodge or Jump Up on both, just because I know I'll get mileage out of it.

Catchers:
Specialists. Doubles on the first roll becomes choice of Safe Throw and Dump Off: I like Safe Throw myself. This guy then follows up with Sure Hands, and becomes a recovery specialist (same if he gets +AG, which is insanely good for picking up in TZs). Other good Catcher options are Block/Leap, Dodge/Leap, and other active combos. Avoid passive skills (Jump Up, Side Step) on these guys, as you don't want them to see any use.

Throwers:
Linemen with a re-roll on pass attempts, or dedicated Throwers like any other. Start with Sure Hands for a dedicated Thrower, or Leader (or Side Step, Sneaky Git or Kick) for a glorified lino. Kick and SG are good on a Thrower, because your first instinct will be to keep him off the line anyway. However, if you field four Catchers on defense, you'll have to do that some other way, as you have to have four blitz-targets and you want those to have Side Step.

Posted: Thu Feb 21, 2008 3:46 am
by whitetiger
Give all the linos fend and side step. It'll drive your opponants to talking to themselves.

Jump up on any elf is great. They get knocked down and then jump up and take off any way.

Give some of them leap as well. At least two. You can get into the opposition backfield as fast as they can.

But I like what you're doing overall. Sounds like fun.

Posted: Thu Feb 21, 2008 9:10 am
by irlandes
thanks to both
not sure if safe throw is worth 30K for a ball recoverer, but i will try if the doubles appear :)
same with DT, I think is a quite bad ability, but here I dont stop reading people who put it to key players... why not on linos?
thanks in advance

Posted: Thu Feb 21, 2008 2:03 pm
by Cramy
Try Side Step and Diving Tackle on a bunch of Linos. Jump Up after that. Your opponents will freak. Diving Tackle works well if on many players, and is more efficient if the player has Side Step as well. I think people underestimate the usefulness of Diving Tackle.

Posted: Thu Feb 21, 2008 4:25 pm
by mattgslater
Diving Tackle is a good 2nd/3rd option for linos. It's a combo skill, and Blitzers start with two parts of several disturbing 5-6 part combos (They're like Wardancers that way). Side Step/Block can get followed with two of Tackle, Dodge and Jump Up, and now DT as a third skill just means everybody will always go the other way on defense. If you have two of them, that means every route will be up the middle and that's all you have to hold down.

Posted: Thu Feb 21, 2008 4:50 pm
by GalakStarscraper
mattgslater wrote:If you have two of them, that means every route will be up the middle and that's all you have to hold down.
Which becomes a lot easier with Fend on the LOS.

I've found a Fend LOS mixed with my DT Blitzers are my Slann teams makes a very effective defense.

Galak

Posted: Mon Feb 25, 2008 5:47 am
by whitetiger
put a combo of fend, Side Step, Diving Tackle and Jump up on your linemen, and if you get doubles, give them guard. It'll drive your opponants nuts. Then get a couple of blitzers and give them leap.

Your opponants will be gibbering to themselves in a corner. :puke:

Posted: Mon Feb 25, 2008 7:12 am
by mattgslater
I think Fend is a good follow-up to Side Step, but Side Step is a better skill on the line because it prevents chain-blocks and chain-pushes. For Slann it's different because the linos don't have Agility access.

What I normally do is develop Side Step/Block or Side Step/Dodge. SS/Fend works well, too. Give your Kicker Diving Tackle next, and put him somewhere your opponent will want to go to blitz your inside linebacker (with SS, if possible).

Posted: Mon Mar 17, 2008 9:47 am
by irlandes
Hello once again

Advancing in my league, I have 2 rookie blitzers, 1 rookie thrower, 5 rookie linos and 2 runners, one with dump off an a new normal ability and the other with +1MO and +1AG. 2 2nds.

The thing is, as I dont want to put neither block no dodge on this first runner... I dont know what to do. As it is the ball handler, just to bump it away when blitzed, I thought about Wrestle (to augment survibability and stop blitzing oppos to continue moving) or Jump up (obvious as he will be on the floor a lot of times... XD). Jump or fend are secondary considered skills... but maybe wrestle is my best choice...

oppinions? thanks

Posted: Mon Mar 17, 2008 11:10 pm
by whitetiger
Wrestle may not be the skill you'll want on this guy. If someone blitzes him and rolls a both-down, he'll have to go down himself or have to take the other player down, which means he loses the ball and it's a turnover. Fend would be better. Side step would be better than that.

Posted: Mon Mar 17, 2008 11:52 pm
by tenwit
whitetiger wrote:If someone blitzes him and rolls a both-down, he'll have to go down himself or have to take the other player down, which means he loses the ball and it's a turnover.
He loses the ball, but it's not a turnover. It's already the opponent's turn, you can't suffer a turnover. Only if he throws a block while carrying the ball is a turnover risked.

Posted: Tue Mar 18, 2008 12:02 am
by mattgslater
Nerves of Steel or Sure Hands, if you ask me.

Posted: Tue Mar 18, 2008 12:30 am
by whitetiger
Duh, you're right, tenwit. I started typing before I started thinking. But, whatever, you lose the ball. The point is to hang on to it.

Posted: Tue Mar 18, 2008 8:57 am
by irlandes
irlandes wrote:with dump off and a new normal ability
as he has dump off, we wouldnt hold the ball, and thus, taking the oppo down, he wouldnt be able to hinder the new ball handler. That was my thought.

And he already has nerves of steel. Its an elven reciever... ¬¬
sure hands good option, thought about strip ball too, to strip the ball with this and grab it with the other runner (ag5)
no other comments??