
Pro Elf tactics
- DoubleSkulls
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- pfooti
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True, but within three skills they will have block, dodge and leap. Since they're catchers, they'll pick up two skills really fast. I have two so far on my rookie team, and they've gotten to 16 points within 3 matches. I'm going dodge leap block on the first two, then block leap dodge on the second two. After that, I'll get some other extras, but my league is almost entirely bashy, so no point in passblock as I'm the one throwing the passes.ianwilliams wrote:Catchers have NoS not leap...
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pFooti, Worst Coach Ever
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I like the Elves, and think they will turn out to be one of the better sides, once we all work out how to use them.
The Blitzers and the Catchers are awesome - much better than their HE/DE counterparts, for a mere 10,000 extra.
Linemen at 60,000 a pop make the side more resilient over the long term than (say) WEs.
My preferred starting side for now (league) is:
2 Blitzers
1 Catcher
1 Thrower
7 Linelves
2 Re-rolls
9 Fan Factor
The extra Re-roll (compared with equivalent DE/HE/WE sides) together with the improved skills of the Blitzers and Catchers means that the Elves can pull off high risk plays more often.
And the Linelves are good - like turbocharged Hobgoblins, but with the same characteristic that opponents ignore them.
Like Wardancers, the Blitzers are overworked. But this will no doubt improve as you buy more Catchers (4 games down, still waiting for my second...).
Had fun in a recent game - against a heavy Orc team. Started the second half with 3 rookie Linelves - and scored (with a little help from Nuffle).
Cheers
The Blitzers and the Catchers are awesome - much better than their HE/DE counterparts, for a mere 10,000 extra.
Linemen at 60,000 a pop make the side more resilient over the long term than (say) WEs.
My preferred starting side for now (league) is:
2 Blitzers
1 Catcher
1 Thrower
7 Linelves
2 Re-rolls
9 Fan Factor
The extra Re-roll (compared with equivalent DE/HE/WE sides) together with the improved skills of the Blitzers and Catchers means that the Elves can pull off high risk plays more often.
And the Linelves are good - like turbocharged Hobgoblins, but with the same characteristic that opponents ignore them.
Like Wardancers, the Blitzers are overworked. But this will no doubt improve as you buy more Catchers (4 games down, still waiting for my second...).
Had fun in a recent game - against a heavy Orc team. Started the second half with 3 rookie Linelves - and scored (with a little help from Nuffle).
Cheers
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Smeborg the Fleshless
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the best skill i've seen on these buggers is dump off on the catchers...you get two catchers with dump off next to each other and you can't take the ball awa.
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I just started a Pro Elf team for the new season.
Atlantis Falcons
1 Thrower
2 Blitzer
8 Line elves
2 re-rolls
8 FF
1 Apo
First game vs. Skaven TR 136
First turn of the game he splats and kills a line elf with a Rat Ogre. I refrain from Apo slinking in my chair thinking "Crap one of these game." Luckily he never injured another player.
I win 3-2 after I have two drives that are fumble fests and he has one.
End of game I win 80K from rolling a two, scoring 83,000 gate, and win bonus, and sponsership deal. Buy a thrower to replace line elf.
I am thinking the skill path should be as follows.
Thrower - Accurate, Safe Throw doubles: Strong Arm
Blitzer - Tackle (maybe stripball), Leap, Dodge doubles: Jump Up
Catcher - Block, Dodge, Pass Block (x2), Leap (x2) doubles: thinking of passing them up.
Line Elves - Block, Dodge (x3), Tackle (x4), Kicker (x1) doubles: Jump Up or Dauntless
Advise: What do you guys think of the Line Elf progression on this team? I am thinking Tackle and Dodge combo but I like Side Step too.
Also, for doubles what are you guys using Guard or Jump Up? Gotta get a few dauntless to even stuff out but jump up on a couple of players can really turn the tide sometimes by being able to block from prone.
Doubles on Catchers?
Atlantis Falcons
1 Thrower
2 Blitzer
8 Line elves
2 re-rolls
8 FF
1 Apo
First game vs. Skaven TR 136
First turn of the game he splats and kills a line elf with a Rat Ogre. I refrain from Apo slinking in my chair thinking "Crap one of these game." Luckily he never injured another player.
I win 3-2 after I have two drives that are fumble fests and he has one.
End of game I win 80K from rolling a two, scoring 83,000 gate, and win bonus, and sponsership deal. Buy a thrower to replace line elf.
I am thinking the skill path should be as follows.
Thrower - Accurate, Safe Throw doubles: Strong Arm
Blitzer - Tackle (maybe stripball), Leap, Dodge doubles: Jump Up
Catcher - Block, Dodge, Pass Block (x2), Leap (x2) doubles: thinking of passing them up.
Line Elves - Block, Dodge (x3), Tackle (x4), Kicker (x1) doubles: Jump Up or Dauntless
Advise: What do you guys think of the Line Elf progression on this team? I am thinking Tackle and Dodge combo but I like Side Step too.
Also, for doubles what are you guys using Guard or Jump Up? Gotta get a few dauntless to even stuff out but jump up on a couple of players can really turn the tide sometimes by being able to block from prone.
Doubles on Catchers?
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- leblanc13
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Smeborg,
That is the exact starting lineup that I would use. With the linos cheaper cost it makes it easier to affort position players right from the start.
I feel that this could be the best Elf team yet! I just wish the catchers didn't look so stupid. They look so stiff in that rigid catching pose. Aside from the stupid looking catchers, the teams starting lineup is pretty sweet.
My goal would be to develop as many linos as possible. Get them their skills early as you build up your position players (which consists of buying more catchers as soon as possible.)
Linemen - Block and dodge (take guard on doubles as it helps you compete with bashing teams that like to swarm your linemen.) Also give one Kick and one Dirty Player as soon as possible in order to be able to better dictate gameplay.
Catchers - Dodge, Block, and Leap should be your build on your scoring catchers. Passblock, Block, and Strip Ball would be great for a defensive minded catcher.
Blitzer - Dodge, Strip Ball, and Sure hands can turn this player into a one elf scoring machine. Blitz the ball carrier who promptly drops ball, pick up ball, then head towards then endzone for a TD. Block/Dodge and Side Step will keep you heading towards the Endzone on 1/2 of the block results if you are hit by the opposition before you have the ability to score.
Thrower - Accurate and Safe Throw first (Strong Arm on the doubles roll.) Keep him from harms reach as much as possible. You will probably only need one thrower if you keep him safe. If you get enough SPPs, I recommend Block and Dodge for this guy as well.
I state again that this may be the best balanced Elf team to date. They're not as fragile as the Wood Elf team, and they are still exceptionally fast with the ability to take position players from the start.
That is the exact starting lineup that I would use. With the linos cheaper cost it makes it easier to affort position players right from the start.
I feel that this could be the best Elf team yet! I just wish the catchers didn't look so stupid. They look so stiff in that rigid catching pose. Aside from the stupid looking catchers, the teams starting lineup is pretty sweet.
My goal would be to develop as many linos as possible. Get them their skills early as you build up your position players (which consists of buying more catchers as soon as possible.)
Linemen - Block and dodge (take guard on doubles as it helps you compete with bashing teams that like to swarm your linemen.) Also give one Kick and one Dirty Player as soon as possible in order to be able to better dictate gameplay.
Catchers - Dodge, Block, and Leap should be your build on your scoring catchers. Passblock, Block, and Strip Ball would be great for a defensive minded catcher.
Blitzer - Dodge, Strip Ball, and Sure hands can turn this player into a one elf scoring machine. Blitz the ball carrier who promptly drops ball, pick up ball, then head towards then endzone for a TD. Block/Dodge and Side Step will keep you heading towards the Endzone on 1/2 of the block results if you are hit by the opposition before you have the ability to score.
Thrower - Accurate and Safe Throw first (Strong Arm on the doubles roll.) Keep him from harms reach as much as possible. You will probably only need one thrower if you keep him safe. If you get enough SPPs, I recommend Block and Dodge for this guy as well.
I state again that this may be the best balanced Elf team to date. They're not as fragile as the Wood Elf team, and they are still exceptionally fast with the ability to take position players from the start.
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I'm going to start a league of only 10 matches soon, and I was thinking on trying pro elves. Being a small league full of strenght teams I think the best I could do is maximize catchers, FF wont be much useful. What do you think of this:
3 catchers 300k
1 thrower 70k
7 lineman 420k
2 RR 100k
apoth 50k
FF 6
3 catchers 300k
1 thrower 70k
7 lineman 420k
2 RR 100k
apoth 50k
FF 6
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- Underdog
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go here:ianwilliams wrote:Catchers have NoS not leap...
http://www.midgardbb.com/Experimental/E ... sters.html

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This roster is not up to date... you must use the one printed in the rules review 2003.Underdog wrote:go here:ianwilliams wrote:Catchers have NoS not leap...
http://www.midgardbb.com/Experimental/E ... sters.html
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- DoubleSkulls
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2003 Rules Review - http://www.specialist-games.com/bloodbowl/Rules_rev.htm
"Elf Team – Official. (As printed in BBmag8. Replace Leap on the Catcher with Nerves of Steel. See the Rules Review PDF in the resources section.)"
"Elf Team – Official. (As printed in BBmag8. Replace Leap on the Catcher with Nerves of Steel. See the Rules Review PDF in the resources section.)"
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Ian 'Double Skulls' Williams
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<RANT>
Also NoS doesnt feel like a starting skill to me where as leap does. No other rookies have NoS and Id hate to go back to playing with my Humans once I have come to rely on the Skill.
It seems to me like they have only added Sidestep and Nerves of steal to the elf roster to make it diferent from the other 3 without thinking too much about how to encourage a different play style. Sidestep IMO adds to the feel of the team but not NoS. This is all very opinion based but looking at the catcher model, its leaping into the air to make a catch and I have an old illustration from 2nd Editions of an elf catcher leapfrogging over an ork stuck in my head.
I know soemone is going to say "well if you like leap so much then just take it as your first skill" but its not about that. I think Ian hit the nail on the head with the word 'Flavour'. Starting skills push you in certain directions and establish the playing style of the team and I just think NoS is not quite how Pro-elves should play. The combination of Side Step and leap and Low AV suggests that this is quite a dodgy springy hard-to-lay-your-hands-on kind of team that jump out of the way rather than a noble highelf style of Ice cool - "I wont be intimidated the the likes of you" sort of flavour. So in closing although NoS is a more exotic skill it withtracts from the unique stlye of the team for me this move has actualy reduced the diversiy between Pro and Highelves rather than making the gap wider.
</RANT>
Also NoS doesnt feel like a starting skill to me where as leap does. No other rookies have NoS and Id hate to go back to playing with my Humans once I have come to rely on the Skill.
It seems to me like they have only added Sidestep and Nerves of steal to the elf roster to make it diferent from the other 3 without thinking too much about how to encourage a different play style. Sidestep IMO adds to the feel of the team but not NoS. This is all very opinion based but looking at the catcher model, its leaping into the air to make a catch and I have an old illustration from 2nd Editions of an elf catcher leapfrogging over an ork stuck in my head.
I know soemone is going to say "well if you like leap so much then just take it as your first skill" but its not about that. I think Ian hit the nail on the head with the word 'Flavour'. Starting skills push you in certain directions and establish the playing style of the team and I just think NoS is not quite how Pro-elves should play. The combination of Side Step and leap and Low AV suggests that this is quite a dodgy springy hard-to-lay-your-hands-on kind of team that jump out of the way rather than a noble highelf style of Ice cool - "I wont be intimidated the the likes of you" sort of flavour. So in closing although NoS is a more exotic skill it withtracts from the unique stlye of the team for me this move has actualy reduced the diversiy between Pro and Highelves rather than making the gap wider.
</RANT>
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