Pro Elves and the LOS

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

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ClayInfinity
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Post by ClayInfinity »

Just going back to the diagrams of the defensive set ups, I note all the LoS have 3 players huddled together in the middle.

I tend to play my LoS players spread out, with a player on each end of the LoS and one in the middle.

Can someone point out the merits for a compacted or spread LoS?

Thanks

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Jural
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Post by Jural »

ClayInfinity wrote: Can someone point out the merits for a compacted or spread LoS?

Thanks
Later in leagues, I find it doesn't matter as much, but early on you find the opposing team needs to commit more manpower to get all the advantage hitting on the line. And when this occurs, teams often have to push players back without following up to ensure they get the follow up 2 die blocks.

Against a line of Black Orc, Chaos Warriors, or Sauri, it's not too important, and the same goes once Guard is widespread.

The Beast of Nurgle is the best reason not to bunch the three players together!

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Quadrasonic
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Post by Quadrasonic »

ClayInfinity wrote:Just going back to the diagrams of the defensive set ups, I note all the LoS have 3 players huddled together in the middle.
When you put them together like that you limit the number of potential blocks each of them is subject to, in most cases one each. When you spread them out, a smart opponent will set up two or more players against each to chain block them, better ensuring that they all go down.

Also when you start skilling up, if your players have guard and your opponent's do not, he will have a hell of a time knocking even one of your guys over and will probably avoid them all together.

Lastly, I don't know how you missed it, but on the first page here, yours truly posted several diagrams which do not have the LOS players together and a bit lower posted the reasoning behind and possible usages for each.

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Cramy
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Post by Cramy »

Another reason not to bunch them together is when you have a low AV team and you are playing against an Assassin with Multiple Block.

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Post by Jural »

The same goes for Multiple Block Ogres who have some Guard mates! Also a lethal combo with Mummies.

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Big Daddy
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Post by Big Daddy »

Good food for thought there guys. Thanks for the further analysis on the set-ups.

I dropped my last game 2-1 against the skaven thanks to some terrible ball handling errors and didn't manage to snag a skill anywhere although I am threatening with 3 linemen on 4 or five SPP with two more positionals only a touchdown away from grabbing another skill. The only real pro moment was snatching the ball from 2 squares away from my endzone in two tackle zones and scoring in the same turn with a pass-run-handoff-run play.

I have 110k in the bank and will have 12 players for the next game against another skaven team. I'm thinking another catcher could help out against the gutter runners who simply carved me up in the first half of the last game until I got a numerical advantage. That was the only thing my guys did consistently well, as my guys managed to inflict 4 casualties including a kill + numerous KO's.

My TV is at 1240 before buying any more gear with the bank roll. I have done alright as the winnings on the past two games have been 60k and 70k respectively. So I guess I may be giving away some inducements as the skaven team has had a rough start. Any things or star players to particularly watch out for?

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Post by Big Daddy »

So... it looks like all the good advice here is paying off so far. I have one regular season game to go but it looks like I'm in the finals already with my 5-2 record and +9 net TD record.

The team as it stands:
7 lineman - 1 guard, 1 block
2 throwers - 1 -1MA
2 catchers - 1 w/ blodge + a double skill roll. 1 w/ +1MA and dodge
2 blitzers - 1 w/dodge. 1 w/ dodge and mighty blow
Apoth, FF8, 90kgp

What do you think will be the most complimentary skill to go with on the blodging catcher. It's a double so he has all access. I'm tempted to take another mighty blow for a laugh but maybe I would be better served by dump off and use him to get loose balls, handy with nerves of steel...what are your thoughts? Maybe even guard...?

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Post by mattgslater »

For pure fun value, you can't beat Safe Throw with a stick: no matter how well your opponent protects the ball, you can dodge in, pick up and chuck anywhere. It's probably not the best selection, but PE Catchers are a great place to put skills that would be suboptimal for another player, like Pass Block and Dump Off.

If you want a skill that'll help you more, I'd say forget you rolled doubles and get an A skill like Leap or Side Step. If you really want a doubles skill, there's always Mighty Blow. This guy isn't really an optimal candidate for Guard, because you don't want him hanging around in TZs and aren't terribly afraid to dodge with him before or after using a TRR.

Skill two players (this guy maybe, just 'cause he Blodges, but otherwise use Linos) with Side Step, and put them inside. Leave your Blitzers outside, and now there's nowhere to run and nowhere for an offense to cage up except in their own backfield, where they have no chance to respond to a takeaway. One and two turn scores are, at best, dependent upon KO: otherwise the player your opponent blitzes will fall somewhere so as to require multiple dodges.

If you think you'll play the team beyond the coming tournament, save up to hire Catchers. Those guys are your payoff (dessert to the meat-and-potatoes Blitzers), because you can skill them up in really freaky funky ways.

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Post by Big Daddy »

Hmm...safe throw. That looks alright. Probably more useful than dump off in most situations too.

My single skill blitzer is 2SPP away from another skill. I was going to go for leap with him. Sidestep is better on the lino's for defence I think. I am generally using my catchers more aggressively.

I'm tossing up between safe throw and dump off now I think.

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Post by DoubleSkulls »

Dump Off is good, as is guard. Safe throw doesn't do it for me...

Guard is nice because when he is surrounded you can come & blitz off markers with 2 dice without needing other assists - and obviously massively useful otherwise anyway.

The downside is that to use guard you need to be standing next to people, so to get the best value out of it you need to expose him to hits.

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Ian 'Double Skulls' Williams
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Post by Big Daddy »

I think I'm gonna go with dump off. I can see a lot of advantage to making an opponent use their blitz on a blodger and being able to pass off with nerves of steel.

Thanks for the help guys.

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Big Daddy
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Post by Big Daddy »

Hi again guys :)

I have made the divisional final after beating a skaven team 2-1 in the semi. A reversal of the scoreline from our regular season match. I kicked in the first half and after a riot cost us 4 turns (we read the rule wrong and rolled an additional d6 to determine the turns lost :oops: ) We both two turned for a 1-1 half-time score.

Receiving in the second I really lay the beat down on the ratmen, killing 2 and badly hurting a further 3 in the opening turns. I managed an 8 turn grinding advance with my superior numbers and TD in the 8th turn. The rats had a one turn player but fortunately he skulled on his single dice blitz to break through the line.

Now I have to play a nurgle outfit in the divvy final to see who goes to the interdivision final. Any tips? These guys beat an ork team into submission to take their semi 1-0. Apparently they will be around 1700TV while I am at 1500TV.

My team for the game:

7 Lineman - 1 with guard, 1 with block
2 Throwers - 1 with -1MA
Catcher - Dodge, +1MA
Catcher -Dodge, Block, Dump off
Blitzer - Dodge
Blitzer - dodge, mighty blow

3TRR
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Treasury 130k.

Cheers :)

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tenwit
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Post by tenwit »

If you are allowed take Star Players (probably not seeing as it's a final), then you're spoiled for choice, as they're all 170k to 260k. I'd pick either Dolfar Longstride for the HMP (your normal passing game will be seriously hampered due to Disturbing Presence) or Eldril Sidewinder for the Hypnotic Gaze, but all of them are good. If you're not allowed take star players, then a wizard is good. A wandering apo might seem like a good idea, but this is a final.. win win win! And your savings are good enough to replace a killed player.

Target the Pestigors when you can. Foul them if you have to. Stay away from the NWs and BoN: he'll prefer blitzing with the Pestigors to take advantage of Horns, so ensure that he always has to pick between blitzes. Don't forget about the Disturbing Presence, and don't remind him about it!

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Big Daddy
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Post by Big Daddy »

Hehe a bit of a blast from the past...

I got past the nurgle player 2-1 in overtime. I went to the BRAWLbowl to face the other divisional champ who was woodelves.

He got me 2-1 thanks to me having a terrible first half and coughing up the ball on offense. My defense was pretty solid and I think I really was frustrating the wood elf player as he usually scores 4-5 TD a game looking at his league record.

In the second half my blocks started to actually do something but the woodies managed to play keepy off with their dump off thrower and run the clock out.

At the end of the game my guard lineman skilled again...and rolled doubles! Any suggestions for him for next season?

Finally thanks to all the guys that helped me out here. Something obviously got through as there were quite a few experienced coaches and I was a wet behind the ears noob :lol:

I think I had one advantage in that none of the other coaches had ever faced pro-elves before so maybe that leveled the field a little. I was also pretty darned bashy with my elves making 25 cas in the 12 games they played :x

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Post by Andromidius »

Stand Firm!

Quite often a Guard player is the first to be targetted to knock him away from his defense position. Stand Firm stops them doing this.

~Andromidius

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