Pro-Elf Team Development
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One pro-elf catchers, leap is a really, really good skill. Having two leaping NoS catchers means that you get both in your opponents backfield. He can only blitz one and can hardly cover the other effectively - most of the time he will be able to leap out. Add an accurate, safe throw thrower and your offense is virtually unstoppable. Three catchers makes this even better. Often the mere threat of the leaping NoS will make your opponent focus so much on trying to contain him, that he leaves an opening for other players to score.
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i say take accurate on the thrower, don't take sure hands, accurate is too good on elf throwers to pass up
and gaurd with sidestep and blodge is sick, take gaurd on the blitzer(you blocked him, here, now he is in the worst possible spot for you, oh yeah, he assists in that TZ i put him into too)
and gaurd with sidestep and blodge is sick, take gaurd on the blitzer(you blocked him, here, now he is in the worst possible spot for you, oh yeah, he assists in that TZ i put him into too)
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- kadu-c
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Of course... But with only MA 6, you can't always put your Thrower out of blitz range from those annoying Strip Ball Blitzers as you would do with Wood Elf or Skaven Throwers...absent1 wrote:i say take accurate on the thrower, don't take sure hands, accurate is too good on elf throwers to pass up
Oh and I forgot to say that Leap on Catchers is really terrific. Try to take one at least, it can help you a lot in tight situations...

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i hated leap on a catcher, not to be contradictory, but with 4 NOS players i never had to leap to score, team has no problems on offense he was just a really bad blitzer until he got blodge, i just prefer dodge and block on catchers, and pass block
on offense the team is sick, you need defense to win.
on offense the team is sick, you need defense to win.
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- kadu-c
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Fully agree with that. And I forgot to mention the Pass Block and Diving Tackle/Shadowing combo on Catchers.absent1 wrote:on offense the team is sick, you need defense to win.

Pro Elves are natural scorers so you should develop your players into "turnoverers".
But Leap can be useful too in defense, if your opponent thinks that his ball carrier is enough protected behind the line of scrimmage. You can put quickly on him an annoying Catcher.
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i hate exposing my no block leaping av 7 guy to that abuse, so i hold off on leap is all, until i at least get block
maybe one catcher-block leap stripball
another- dodge shadowing diving tackle
2 others -dodge block passblock
thrower is fine with whatever you take, nerves of steel DOES make for shorter passes, so accurate isn't a must, i can see taking sure feet and sure hands or safe throw with the dude. although accurate helps skill up line elves who don't catch in TZ's as good.
blitzers should be blodge tacklers, shadowing+sidestep is good too, cause you don't get blitzed off your mark because of sidestep, but 2 shadowers on a team is a maximum really.
maybe one catcher-block leap stripball
another- dodge shadowing diving tackle
2 others -dodge block passblock
thrower is fine with whatever you take, nerves of steel DOES make for shorter passes, so accurate isn't a must, i can see taking sure feet and sure hands or safe throw with the dude. although accurate helps skill up line elves who don't catch in TZ's as good.
blitzers should be blodge tacklers, shadowing+sidestep is good too, cause you don't get blitzed off your mark because of sidestep, but 2 shadowers on a team is a maximum really.
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- juck101
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keep it simple - dodge blitzer will be very usefull - comobs with sidestep to encourage people not to hit you. cant see dauntless as better option UNLESS you worried about big strength.
Thrower is for on thing -not picking up the ball but chucking (and threaten) to pass long. Accurate's your man ever time. If you pick up deep in own half for safety, even if you fail you may be safe without rerolling for next turn... but to chuck a long pass accurate is the only option.
Thrower is for on thing -not picking up the ball but chucking (and threaten) to pass long. Accurate's your man ever time. If you pick up deep in own half for safety, even if you fail you may be safe without rerolling for next turn... but to chuck a long pass accurate is the only option.
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Next game is against Dwarves, so dodge on any of the players is effectively neutralised.
On this basis I'm thinking Accurate, Guard, and Leap.
Accurate for the reasons Juck mentioned, also that with accurate he'll start making more completions so will rack up his second skill fairly quickly.
Guard, because Dodge will be pretty useless and because it combines well with sidestep. Fed a couple more TDs and dodge should be ready for the next game.
Leap on the catcher because again Dodge will be neutralised and because it will give me an extra dimension on offense and defense. Cages become less secure and I can threaten the backfield with a blitz on one side and a leap over the other.
On this basis I'm thinking Accurate, Guard, and Leap.
Accurate for the reasons Juck mentioned, also that with accurate he'll start making more completions so will rack up his second skill fairly quickly.
Guard, because Dodge will be pretty useless and because it combines well with sidestep. Fed a couple more TDs and dodge should be ready for the next game.
Leap on the catcher because again Dodge will be neutralised and because it will give me an extra dimension on offense and defense. Cages become less secure and I can threaten the backfield with a blitz on one side and a leap over the other.
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- juck101
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dont bank on dodge being ineffective vs dwarf... often the better positionals if they dont pick it up will leave you plenty of room to dodge. Just dont get within 4 squares of scrim line and dodge is very much a usefull asset still - reduced but not redundant
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- TuernRedvenom
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Very true... You are most likely to get blitzed by the positionals anyway. But some dwarf coaches make it a matter of honour to get an entire tackle team.juck101 wrote:dont bank on dodge being ineffective vs dwarf... often the better positionals if they dont pick it up will leave you plenty of room to dodge. Just dont get within 4 squares of scrim line and dodge is very much a usefull asset still - reduced but not redundant

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