It's easy to score on woodies but hard to stop em...
I always give the wood elfs (or any elf team) the ball first.
The rational for this is the following.
- I may not be able to stop them on the first possession, but if I can't I've got at least 5 turns to tie the game.
- Second half get the ball and take 6-8 turns to score. This get's tough if they've got a lot of guard or a str 4 blitzer, but the odds are better attempting this than letting them have the ball back in a kickoff.
Using this strat you will at least draw them as long as you don't screw up your cage formation and leave your ball carrier unprotected.
The defence I use on the opening kick off is rather common. I prefer not to use big-guys until late in team development and go for the 4 BOB 4 Blitz route.
It's a standard 3 Man front (If they have a tree they may spend most of the game on thier butts but they are orcs so they can take it).
Line up 3 on the line, put 1 Black Orc and One Blitzer in each of the wide zones ensuring that tackle zones exist to cover wide outs streaking down the sidelines. Put the BOBs on the outside, few elf teams will be able to take them out (even with 2 players they need to make a 1D block).
Arrange the rest of your players to cover the tackle zones (you don't want gaps for the elfs to exploit) about halfway back and put a player deep to act as a free safety.
When the elfs run their wideouts into your zone, surround them by forcing them to dodge out of multiple tackle zones to get open for a catch. If they don't dodge out, make them eat turf in your next turn
Hopefully that all makes sense. But the key to beating elfs is a conservative, slow, pounding offence. In a well played game the goal is to let them have only one shot to score (and a second in their turn 8 in the second half - hope they don't have one turners).
FYI - There are some decent articles at
http://www.midgardbb.com/Tactics/BBTactics.html
on how to play orc and I'm pretty sure the defence above is shown in one of the orc strat guides.
Cheers.