Funky High Elf setup -- who gets Kick?
Posted: Mon May 18, 2009 8:02 pm
Premise: Fixed league with 13-15 games, meaningfully weakened inducements, more cash and more blood. Don't worry about the particulars: the salient thing is that I want to keep the skills flowing so I generally try to score every other turn. It's been very successful with Pro Elves, but High Elves don't have starting SS on the blitzers.
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...
) will all be speedy. "Beat the Skaven Twice" is Job 1. I still want a kicker, for when/if I get their numbers down, and to help keep my TD rate up against the victi... er, bash coaches so the SPP spigot stays on.
Proposed d-setup...
1: Blitzer with Side Step (Dodge would be nice)
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.
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.