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High Elfs in 1M Tournie

Posted: Wed Oct 01, 2008 10:21 am
by darren woodward
I fancy actually throwing the ball for a change :D

All my teams use the running play with a pass option in emergencies. At least it splits the D

So, for a mini-3 day tourny i fancy a bit of HE action. Is there a better throwing team?

I'm going 1Th, 3CA, 2BZ, 1RR combo. Skills added after the 1st game but i'm not sure how/what yet.

I'm expecting getting thumped but at least it'll be a laugh & something new (for me) having a pass offence.

Posted: Wed Oct 01, 2008 11:57 am
by darren woodward
or would Elfs be a better bet with NoS on the Catchers?

Posted: Wed Oct 01, 2008 2:43 pm
by firebreather
Could be argued that Pro elves are more likely to lend themselves to a more succesful throwing game, catchers with nerves of steal makes moving the ball around a lot easier. though they are cleary going to take a lot more Casaulties that High Elves

Posted: Wed Oct 01, 2008 2:47 pm
by darren woodward
firebreather wrote:Could be argued that Pro elves are more likely to lend themselves to a more succesful throwing game, catchers with nerves of steal makes moving the ball around a lot easier. though they are cleary going to take a lot more Casaulties that High Elves
that should be mini 1 day tournie

I'm quite taken with the ProElfs (A7 doesn't frighten me for 3 games :) ) and NOS could be fun

I'm going with the 2Passers, 4Catcher, 2Bl, 6LE Nil RR set

Thanks

Posted: Wed Oct 01, 2008 2:48 pm
by mattgslater
At 1m? Pro Elves all the way. Side Step corners, two RRs and even the option for an Apothecary!

6 Linos
1 Thrower
2 Catchers
2 Blitzers
1 Apothecary
2 RRs

Or drop the Apoth to get a third Catcher and a second Thrower. But Apoths are great on this team.

Posted: Wed Oct 01, 2008 2:51 pm
by darren woodward
mmm - the 4th Catcher or 2RR??

Posted: Wed Oct 01, 2008 3:22 pm
by firebreather
Personally i dont see the point of the apoth, i'd go with that team but take a 3rd re-roll instead

Posted: Wed Oct 01, 2008 3:41 pm
by darren woodward
firebreather wrote:Personally i dont see the point of the apoth, i'd go with that team but take a 3rd re-roll instead

Or drop the Apoth to get a third Catcher and a second Thrower


Not this over the 3rd RR guys

Posted: Wed Oct 01, 2008 3:53 pm
by Pipey
Try Wood Elves:

2 War Dancers
4 Catchers
5 Linemen
1 RR

Should work a treat. Catchers can chuck it nearly as well as Throwers (get two extra spaces nearer the receiver each time)

Posted: Wed Oct 01, 2008 4:00 pm
by darren woodward
Pippy wrote:Try Wood Elves:

2 War Dancers
4 Catchers
5 Linemen
1 RR

Should work a treat. Catchers can chuck it nearly as well as Throwers (get two extra spaces nearer the receiver each time)
i hate Woodies


.... but then again :D

Posted: Wed Oct 01, 2008 4:11 pm
by Pipey
We all hate woodies, cos their fecking quick and always nasty to play against...

Otherwise, pro elves are probably the best elf option at 1mill.

What's the tourney, Darren? Chorley?

Posted: Wed Oct 01, 2008 4:12 pm
by darren woodward
Pippy wrote:We all hate woodies, cos their fecking quick and always nasty to play against...

Otherwise, pro elves are probably the best elf option at 1mill.

What's the tourney, Darren? Chorley?
OpenWar mate, Lenton. In a couple of weeks. d

Posted: Wed Oct 01, 2008 9:17 pm
by mattgslater
Apoth really matters on Pro Elves, because if you lose a Blitzer your defense falls apart and you get killed. That's a lot to ride on a 110k player with AV8, on an AV7 team where he's likely to start drives without much support. Not so with High or Dark Elves who have armor but not skills or cheap players. Wood Elves, for their part, have the worst money issues in the game (well, maybe after Vamps), and that makes the idea of starting an Apoth cost-prohibitive except in 110 and larger formats. Even then, it's common in league play for all these teams to run out and buy an Apothecary as a first purchase.

No elf team needs three RRs: since ST isn't major in your strategy (and ST4 is unavailable) and AG is uniform on all elf teams, proper management of MA and durability (two sides of the same coin) are the keys to victory, while RRs are just an insurance policy (your skill rolls shouldn't fail much anyway). You're much better off with the +2MA and two extra RR skills from the extra Thrower and Catcher. That's what I'd do in a league, as I can then buy an Apoth right away.

If you're keen on reserves over an Apoth, then don't take a Thrower. That doesn't sound like what you want. It also means you'll need a lineman with Side Step right away (and preferably two or three), reducing your other combo options significantly. And if a Catcher goes down, a reserve lino is cold comfort.

Posted: Wed Oct 01, 2008 9:56 pm
by mattgslater
Pippy wrote:Try Wood Elves:

2 War Dancers
4 Catchers
5 Linemen
1 RR
I like this. It's potentially very frustrating to play against, as Wood Elf Catchers make great Safeties. Having four ST2 players is a bit of a liability, especially if you lose a couple of ST3 guys.

What's the development format for your tournament? Is it just a bunch of rookie teams? one skill/game? A number of skills assigned beforehand?

Posted: Thu Oct 02, 2008 7:50 am
by darren woodward
mattgslater wrote:
Pippy wrote:Try Wood Elves:

2 War Dancers
4 Catchers
5 Linemen
1 RR
I like this. It's potentially very frustrating to play against, as Wood Elf Catchers make great Safeties. Having four ST2 players is a bit of a liability, especially if you lose a couple of ST3 guys.

What's the development format for your tournament? Is it just a bunch of rookie teams? one skill/game? A number of skills assigned beforehand?
Cheers fellas.

Matt - rookie teams with a skill after the 1st and 2 after the 2nd i believe

Thanks, d