Pro Elves and the LOS

Want to know how to beat your opponents, then get advice, or give advice here.

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mattgslater
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Post by mattgslater »

That's about right.

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by Big Daddy »

Ok I got the khemri game out of the way. It was a bit more brutal for me this time around with two linemen missing for the next game with one picking up a niggle.

My lineman who had the MVP managed to screw up royally fumbling twice causing 2 turnovers and having his one accurate pass fumbled by the receiver which fortunately was picked up by another player avoiding a 3rd turnover! Yeah right 2 x 2+ is as easy as pie :roll: I managed to kill a blitz-ra who regen'd :pissed: and managed a -1AG on a skellie with a boot party which stuck. No great loss to the Khemri team there!

I managed to pull out a 3-1 victory leaving me with the following outcome:

Catcher - skill roll 10 (double)
Catcher - skill roll 10
Blitzer - dodge
Blitzer
Lineman - niggle MNG
Lineman - MNG
Lineman
Lineman
Lineman
Lineman
Thrower

80k GP in the bank and FF5

Where should I go with the catchers? I can give them both +1MA, I've already discarded the +1AV option as going down the wrong route. I also have the option on the doubles to give the catcher a skill from the passing or strength skill table. Nothing on the strength table is really jumping out at me as the obvious elf skill guard seems wasted on a ball carrier. I'm thinking maybe dump off could work well with nerves of steel to make an in and under player who goes in for the hard ball gets and can get rid of it if it gets sticky...? Otherwise I can pick regular skills...

I have dwarfs next up so I figured buying an apoth and taking the two journeymen in is probably the best course of action on that front.

Thoughts?

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mattgslater
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Post by mattgslater »

10 on any elf lino is great (MA7 or AV8... it's all goodness). 10 on a Wood Elf Catcher is dancin'-in-the-streets great (one skill from a one-turner). 10 on a Pro Elf Catcher is blah. You might want to go for skills instead.

MA9 is only a little better than MA8. Once in a blue moon you'll be really glad to have it, but you can do better. AV8 sounds like a great insurance policy, and on a lineman it is, but if you do your job right, your Catchers will only get blocked once or twice a match and won't eat a lot of dirt. Now, they are expensive, so you might want to invest something in protecting them: Block and Dodge do a good job of this, and both provide additional utility to boot. (All for a lower +TV, I might add!)

Doubles on a Pro Elf Catcher is a great thing later on, but early in the season it's not so wonderful. Strength skills are sort of a waste. Because he often sits in an unassailable position and doesn't want to be up on opponents, Guard is not great. Once he's got Block he'll get mileage out of Mighty Blow, but even then it's not as good as a lot of skills you can take. Passing skills are fun but gimmicky. I'm hoping to get doubles on my Dodge/Leap Catcher and grab Safe Throw, which I think is better cheese than Dump Off. As a first skill, though, I'd say "hell no!" to both.

Dwarfs next? Block or +MA. Want to think past the Dwarfs? Give one Dodge and the other Block or +MA.

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by Cramy »

I'd go for the +MA for both catchers. I think that +MA on Elf catchers and blitzers is a real boon. It allows you to get into position without having to dodge or GFI. Great for scoring while taking the longer, safer route. Great for providing an assist on defence. Also great for getting to the ball before the offence when on defence (you will need the kick skill on a lino, first priority for them).

Obviously, you will need block and dodge on these guys next. Then they become very scary scorers, and you can develop them as safeties as well, as they have so much coverage.

Add leap to these guy's arsenal, and they can be anywhere, anytime. Scary for you opponents.

Think ST3 Gutter Runner. Who wouldn't want one of those?

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Post by Quadrasonic »

I have never played as Elves, but I would recomend Dump Off for your doubles roll. It is perhaps not the first skill a catcher would normally want, but it is very cool and you might never roll doubles again. The other catcher would do well with Dodge. Not so hot vs Dwarves though, I know, but it will be golden in your other matches.

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Post by Rituro »

My two cents: +MA for both. Play up the speed game and take full advantage of your ability to outpace almost everything on the pitch.

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Post by datalorex »

Movement is the way to go. If it were a 3rd or 4th skill, then I'd say armor to keep him alive longer. But at this point, if he dies, no big deal. I got a 9mv High Elf catcher on his first skill and I never regretted it.

Since you are playing Dwarf next, you don't want dodge. And dump off is not a good call since it's easy to counter. D.O. is better in cages. It's just too easy to defend against an elf catcher dumping off to another elf catcher.

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Post by Big Daddy »

Thanks for the input guys. The league is only going to go for 9 games plus some sort of finals series which is the only reason I'm not all over the +1MA for both players.
I'm worried that I won't get a chance to accrue enough general block/dodge skills to be survivable come finals time.

I understand that dump-off is probably a pretty situational skill and would be better down the line, say as a third skill on a catcher. It just seems a waste to go block and dodge with rolls of 10 and a double to boot :( Stupid dice, lol.

I'm leaning towards block on one and +1MA on the other. The +MA can be the downfield streamer/loose ball getter and the block guy can be a hard ball getter. I'd grab the hard-ball guy dodge first but I think block will come in more useful in the next game against the dwarfs.

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Post by PubBowler »

Dump Off on the double. (Dump Off & NOS is great and you might not get it again.

+1MA or Block on the normal roll.

If you want a different option on the double, take Juggernaut to be put with Frenzy/Strip Ball.

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Post by Big Daddy »

I got through the Dwarfs without too much damage but lost 1-0 :(

Here's how the team is looking:

Blitzer - dodge
Blitzer
Lineman - niggle
Lineman
Lineman
Lineman
Lineman
Lineman
Thrower - mng -1MA
Catcher - +1MA
Catcher - block, SKILL.
Apoth
FF 5
110k gold


My blodging blitzer got taken out with the first block of the game against the dwarfs. The block catcher stood up and threw a completion, busted two dwarf heads and pinched the MVP to earn 10 SPP in a match and another normal skill roll. The +1MA catcher spent the majority of his time on his backside or KO'd. I really struggled for numbers as my guys were down on almost every block thrown. I think I got 2-3 pushed results for the whole game. The highlight of the game was actually pushing the dwarf ball carrier into the endzone for the TD as it stopped the carnage from the chainsaw wielding player the dwarfs had induced!

I've got skaven, skaven and dark elf as my next three opponents to influence the decision making. First instinct is to grab dodge but I also have leap bouncing around in my head as an option.

I also need to think about what I am going to do with the treasury. Should I purchase another catcher or thrower? Either way I'll be going into the next game with an 11 man roster because of the missing thrower.

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Post by stormmaster1 »

Dogde. It's a great skill and elves need it. The only other skill i'd consider is tackle as you may well be facing lots of blodgers in your next 3 games.

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Post by Cramy »

Dodge first on the catcher. Then leap on one or two blodging catchers is a very big threat.

With the money, I'd consider retiring the thrower and buying a new one. After your next game, you'll probably have enough money for another catcher. -MA is pretty bad for a thrower.

Another option is do nothing with your money for next game and get the journeyman. After the game, you should have enough money to buy two players. Then replace the -MA thrower and get another catcher.

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Post by mattgslater »

Dodge, then Leap at 31 (unless you expect a lot of other speedy opponents after the Rats: a Catcher with Block and Tackle is a great hunter). Don't retire the Thrower yet, as his MNG status will keep you from having to worry about his TV add until after the match. Hire a new Thrower or Catcher for this match, or wait and take the Journeyman (either way) and see how your winnings turn out.

Remember, a Thrower with -MA might not be worth keeping, and might be a wash for a Journeyman (no loner, no off-the-line utility), but he can still take hits on the line and that's important for an AV7 team. The Pass skill is just a little extra bonus. Once you've got enough money that you can seriously consider having two real Throwers, you can fire him.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by datalorex »

Cramy wrote:Dodge first on the catcher. Then leap on one or two blodging catchers is a very big threat.

With the money, I'd consider retiring the thrower and buying a new one. After your next game, you'll probably have enough money for another catcher. -MA is pretty bad for a thrower.

Another option is do nothing with your money for next game and get the journeyman. After the game, you should have enough money to buy two players. Then replace the -MA thrower and get another catcher.
I agree that you should get Dodge and then Leap, but I wouldn't fire the thrower. Orc throwers only have MV5 and most orc teams carry them. Definitely hire a new one though, but use this one as a backup. He can sit the bench if need be. I'd give the 5mv thrower leader so you can save the #1 thrower the offensive skills (accurate, surehands, safe throw, KOR, etc...)

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Post by Big Daddy »

Thanks for the tips guys. I'll go with dodge and hire another thrower.

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