Lettered players are the ones I'm wondering about. It'll take me two games to get to what I'm looking for. I'm not implying that the listed skills are the only ones I'll have: just that it's those skills that make the strategy happen: everything else is just there to toughen it all up.
Note that I change it up a bit against slow bash in the early turns, but I'm predicting that my major threats this season (and every season...

Proposed d-setup...
Code: Select all
- - - -|- - 3 4 5 - -|- - - -
- 1 - -|A - - - - C -|- 6 - -
- - 2 -|- B - - - - D|- - 7 -
2: Catcher
3: Lineman
4: Lineman with Side Step
5: Lineman
6: Blitzer or Thrower or player with Guard or Catcher with Wrestle
7: Blitzer or Lineman with Block (Dodge would be nice)
A: Catcher with Block or Thrower or player with Guard or player with +AG or +ST.
B: Catcher with Block
C: Lineman
D: Catcher
C takes a beating, or at least he did when I ran this D with Humans. He mans the only weak point, and frequently has to absorb shots with Mighty Blow and Frenzy. He does have some scoring potential. This means I often consider this position part of the defensive line rotation, and I'm very hesitant to give him Kick. But I don't want to give Kick to any of the other players... maybe as a 2nd skill if I get so lucky as to roll a Guard Lineman, but I can't bank on that given that I want Kick ASAP.
Do I give it to a Catcher? That rubs me the wrong way. It would make some positional sense, as I want to field all the Catchers I can on defense, but only 2 on offense unless I'm down men. But Catchers need skills. They get them easily... but they really need them.