Hi there.
As always in a bash vs. finesse match-up, you should go for a 2-1 grind.
I.e.: He gets to score once, then you take 2 loooong drives, scoring on the last turn of the half.
While you take your long drives, you must eliminate his OTS threats. Luckily for you, his team isn't that tuned for OTS. His only real OTS threat is the catcher Strategy with side step. He will use side step to create clever chain pushes on the LOS, in order to gain the 2 square he needs to score in one turn. So you must break this player if at all possible before he gets his one-turn-drive.
His wardancers can score too with sidestep, but they need 3 squares and don't have catch, so he'll need to be pretty lucky to do it.
But neither the wardancers nor the catcher have sure feet, so OTS is not a great strategy for him. And you can make it worse by spreading out 5 of your tackle guys in a long line 2 squares from the endzone when the OTS attempt comes - and putting the stand firm guard dwarf in the middle on the OTS: That should rob him of dice on the chainpushes.
If you manage your long drives, and he manages to OTS, then final score will be 2-2, and you'll just have to hope to win the overtime coin flip.
Ideally, you want his OTS attempt to be in the end of the 2nd half, so if you can, you should let him recieve first. When he scores, you should hog the ball for the next 15 turns.
Right. Next big question: How to hang on to the ball for 15 turns.
And on that - you're in trouble. Probably, the safest cage you can build is this:

= ball carrier.

= guard dwarf.
The ball carrier here is the hobgoblin with sure hands.
As long as your cage looks like that, then even if his one of his guard players manage to dodge in, and his wardancer leaps in after that, he'll be looking half dice blocks. And be unable to strip the ball due to sure hands. Without wrestle, his chances of succes will be slim.
It looks tempting to put the ball on the blodge bull centaur, but without sure hands, he'll use strip ball and a half-dice block, and have a very good chance of knocking the ball lose.
So - your prime targets are: The side step catcher, the 2 wardancers, and to a lesser extent the 2 guard guys.
Try to avoid the tree. On your long drives he ought to take root. And if he does manage to lock down 2 dwarfs, blitz him with the mino. (BTW, multiple block on the mino? Why? It's a turnover waiting to happen).
Cheers
Martin