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Pro-elves
Posted: Thu Sep 11, 2008 8:18 pm
by Johnny KTOU
Hi, i'm starting to play with pro elves, and as I'm planning to go to the Spiky club open, i'm worried about my roster...
So I read the sticky about rosters TR 110 and I wasn't really convinced by the starter teams...
Elf 1 (by Darkson)
2 Blitzers
3 Catchers
1 Thrower
5 Linemen
1 Apo
3 Re-rolls
1 FF
Elf 2 (by Darkson)
2 Blitzers
4 Catchers
1 Thrower
4 Linemen
3 Re-rolls
2 FF
I would personnally have played more throwers as playing the passing game sounds quite important; and maybe less catchers, as they're very expensive and don't allow to have 12 players...
I would be happy with a bit of a help here as pro elves don't seem that easy to play compared to the other elves.
Cheers.
PS: sorry about the writing, quite hard as i'm not english, so i hope you'll understand what i'm trying to say...
Posted: Fri Sep 12, 2008 4:02 am
by mattgslater
Pro Elves have three advantages over High Elves and one disadvantage:
Advantages:
1) You can afford an extra RR, Apo or lino.
2) Your Catchers are a bit more fun.
3) You start out two skills ahead on the Side Step game.
Disadvantage:
AV7 linos and Throwers.
If I see it right, you're talking about a 1.1M tournament, right? In that case...
1) You definitely want an Apo and 2-3 RR.
2) You definitely want 2x Blitzer.
3) You definitely want at least 2x Catcher.
I'd go:
3 Catchers
2 Blitzers
1 Thrower
6 Line-Elves
1 Apoth
2 RR
Or
3 Catchers
2 Blitzers
2 Throwers (important to remember to use as linemen when needed)
4 Line-Elves
1 Apoth
3 RR
Whatever skills you're allowed, a Kick player is important (in a tourney this can be a Catcher) as is a Catcher with Leap. If you get a lot of skills, loading up on Side Step can make opposing offenses very frustrated. Remember, you get a head start.
But do take lots of positionals. If you don't, do yourself a big favor and play High Elves instead.
Posted: Fri Sep 12, 2008 8:05 am
by PubBowler
With Elves I wouldn't take an apoth.
Not in a resurrection tournie.
Posted: Fri Sep 12, 2008 2:12 pm
by Mephiston
What do people suggest for 100 tournaments?
I've already decided against an apo but is a passer a must have?
Posted: Fri Sep 12, 2008 2:14 pm
by Mootaz
My advice for Pro Elfs in a TR100 tourney:
Don't play them.
Pro Elfs are playable from TR105 upwards.
Posted: Fri Sep 12, 2008 2:24 pm
by mattgslater
With High, Dark or maybe Wood Elves, I agree about not taking an Apoth in a tournament: replacements are high-quality players in their own right. Pro elves are different. With PE, you're AV7, so you're highly likely to suffer a BH (that's what the Apoth is for), and with MA6 linos, you need to spend a lot on positionals to maximize your efficiency. What's more, the lower-priced linos means that at TV110 you can take an Apoth and not have any really hard choices (after all, they're elves, so you don't really need 3 RR either). Woodies can make do with a reserve, as their high MA makes their backups pretty solid. High and Dark Elves can make do without an Apoth, as their ok AV makes them able to weather a pounding a little better.
If you're not keen on the Apothecary, then take two Blitzers, three or four Catchers (in case one goes down) and twelve players. Get Side Step on a Lino, pronto. I mean, like, you gotta prioritize it before Kick, because otherwise if you lose a Blitzer in the first twelve turns or so you lose control of your defense. I think 1 Thrower, 2 Blitzers, 3 Catchers, 6 linos and 3 RR is pretty solid.
Posted: Fri Sep 12, 2008 2:26 pm
by PubBowler
Mootaz has a point although a Pro-Elf team were in the top ten at Blood Bowl 2007 (I got beat by the Coach Andrew Bergen in the first round).
From memory, I'm thinking two possible lists:
220 2 Blitzers
200 2 Catchers
480 8 Linos
100 2 rerolls
220 2 Blitzers
200 2 Catchers
70 1 Thrower
360 5 Linos
150 3 rerolls
Posted: Fri Sep 12, 2008 2:47 pm
by Mephiston
I'm playing BB at a tourney for the first time at Open War in October. Pro Elves are the only team that I have painted.
Its 3 games only and I figured that I'd get more use out of 3 rerolls instead of 2 rerolls and an apo.
Posted: Fri Sep 12, 2008 2:53 pm
by mattgslater
Mephiston wrote:What do people suggest for 100 tournaments?
I've already decided against an apo but is a passer a must have?
Pro Elves are weak at 100. High and Wood Elves are much better. Pro Elves have to stall EVERY cage, and score within two turns of doing so, or they will lose. You don't have the AV on your linos to grind on the cage for 2 or 3 turns trying to get the ball loose like High or Dark Elves might, while you don't have the MA to let just any player take a loose ball in for the score: either you have to take 3 turns or make a couple GFIs to do it with a lino. In order to be effective, you desperately need 2-4 guys with SS to stall offenses out promptly, plus 2 guys with MA8. Your Blitzers will get hit constantly because part of your job is to make your opponent blitz them, and your Catchers will have this giant target.
2 Blitzers
3 Catchers
2 Throwers
4 Linemen
2 Re-Rolls
is tougher than
2 Blitzers
2 Catchers
8 Linemen
2 Re-Rolls
because if you're down to 1 Catcher on Turn 3, you know you've lost.
In 110, where you can afford an Apoth, a reserve and 3 Catchers, Pro Elves rock. In 100, where you get only one of the above, not so much.
Posted: Fri Sep 12, 2008 2:57 pm
by mattgslater
Mephiston wrote:I figured that I'd get more use out of 3 rerolls instead of 2 rerolls and an apo.
3 RR? OK.
110, 3RR = 95. 95-66=29. That's 11 linos. Upgrading to a Blitzer costs 11-6=5, so two leaves you with 19. That's three Catchers, a Reserve and a Thrower. That's very solid. How's skill progression?
Posted: Fri Sep 12, 2008 3:24 pm
by SillySod
Looks like you have the same skill progression as for the GT, a skill after every game and 6 games. I'd definately go for 12 players and an apoth. 13 players is nice but when you're almost garunteed to take some BHs I think the apoth will give better returns than an extra lineman. You dont want any less than 12 players plus an apoth because even vampires will bash you off the pitch
Option 1
2 Blitzers - 220k
2 Catchers - 200k
8 Linemen - 480k
Apothecary - 50k
3 RR - 150k
This gives you enough re-rolls as well as some punch and some speed. 2 catchers should easily be enough to score with (pickup with one and handoff to the other when you need to) and even if they get into difficulty the rest of your team are elves so scoring isnt an issue. The speed of catchers and blitzers will be important for defence, I'd recomend dodge on the catchers, stripball/tackle/dodge for the blitzers and a kicking lineman (to really help your offence). Oneturning is quite possible again because of the catchers.
Option 1
2 Blitzers - 220k
3 Catchers - 300k
1 Thrower - 70k
6 Linemen - 360k
Apothecary - 50k
2 RR - 100k
This is a slightly riskier option because you only have two re-rolls for your first game. It does give you some extra positionals though which gives your team more move and a dedicated thrower. If you like playing short on re-rolls then this might be for you. Personally I'd go for leader as the first skill but this will leave your team slightly underdeveloped (which is why I like option 1).
Posted: Fri Sep 12, 2008 4:49 pm
by Johnny KTOU
You answered a lot more than my first questions, thanks so much everyone. I've just got a point I'd like to discuss:
Disadvantage:
AV7 linos and Throwers.
In every roster you propose, the thrower seems to be only an option, nothing really important... I was actually thinking the contrary, considering the pass game. And I was even planning to take accurate as first skill for the tourney, giving much more importance than you seem to accord to this poor thrower. Obviously, I'm wrong and I'm a complete rookie with elves and i accept that, but I just don't see why he seem so useless?[/b]
Posted: Fri Sep 12, 2008 4:59 pm
by mattgslater
You have a great QP game, but yeah, Catchers and Blitzers are much more important than Throwers. Throwers are what you take when you have points left over because it's better to have Pass than a Cheerleader: the Pass skill makes them a little more reliable when you don't have a TRR, and Leader becomes an option too. But Accurate only helps you with short or longer passes (or passes in 1TZ) and that's just not very important when you've got so much MA8/Catch/Nos. If you're worried about connecting on offense to ensure a two-turner, get a Catcher with Sure Hands, and his extra two squares per turn are actually a little better than the +1 bonus.
Posted: Fri Sep 12, 2008 5:06 pm
by Johnny KTOU
Oki, that really helps. I guess now I need a lot of practice to really "see it". Thanks a lot !
Posted: Fri Sep 12, 2008 5:19 pm
by mattgslater
If you want to focus on a Thrower and it's one skill per game, here's what I'd do at 110:
4 Catchers
2 Blitzers
2 Throwers
3 Linemen
2 Re-Rolls
1 Apothecary
1 Cheerleader
For the first skill, get a Catcher with Leap. That'll help your passing game more than anything. Don't be afraid to put Throwers on the line: better them than the expensive guys.
3 RR isn't important, as you'll be throwing with Pass and Catch. If you're really worried about it by the middle rounds, take Leader or Sure Hands.
You can totally use a Catcher as the ball-getter on offense, and maybe give SH to a Catcher in the middle rounds (good on defense, too, as it's frequently tempting to pick up in TZs and pass out with Nerves of Steel). Then he can fetch the ball and chuck to a Thrower, who can pop off the TD later. But that's the thing... if you don't have 3 or 4 improvements going on, Catchers on this team are better chuckers than any Thrower except the Wood Elf, and yes that includes the Pro Elf Thrower. And with AG4/Catch/Nos, they're better receiving targets than anybody at all, without exception.