Pro Elf Catcher skill question

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whitetiger
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Post by whitetiger »

OKay, let me try again.

Code: Select all

_ _ _ _ | _ _ _ _ _ _ _ | _ _ _ _ 
_ X _ _ | X _ _ _ _ _ X | _ _ X _
_ _ X _ | X _ _ _ _ _ X | _ X _ _
_ _ _ _ | _ _ X X X _ _ | _ _ _ _
-------------------------------------LOS
_ B C _ | _ L G L _ L _ | _ L L _
_ _ _ _ | 4 _ _ _ _ _ _ | _ _ _ _
_ _ _ _ | _ _ _ _ _ _ _ | _ _ _ _ 
_ _ _ _ | T _ _ _ _ _ B | _ _ _ _
Okay, now then. You use the Blitzer with Guard on the LOS at the beginning of the play to help the linemen push the first 2 opposition line a square back and to the right. Then move the Guard forward as far as you can and put 2 of the opposition players in tackle zones. Then blitz with the 4 ST catcher to open the running lane. Then slip the other catcher thru. Use the blitzer in the backfield to protect your thrower, move both of them toward the hole you made and threaten the run. The 2 line in the right wide zone either try to go downfield, or they back off and cover the back door to the thrower. Leap on those 2 works really well. If they go downfield, the lineman on the LOS who hasn't thrown a block yet drops back to cover the backdoor. If not, then maybe he'll get a chance to knock somebody down on the LOS.

I tend to try to put my receiver in one wide zone or the other in order to protect him with distance from some of the opposition. Then protect him with tackle zones with the player that blitzed and hopefully get another lineman thru there as well to seal the back side of the LOS.

Having said that, I will many times, attack that very outside guy in the wide zone. Put the guard blitzer and the 4st catcher in the wide zone. Then put the guard blitzer on the left of the first oppo player, right in front of the second one. Then blitz that outside guy. Then follow with the other catcher.

Also, to make it clearer, I don't tend to mark opposition players with mine. I try to protect the intended receiver by surrounding him as much as possible with tackle zones.

This works best against a bashier team. Against Wardancers, I attack them and foul the crap out of them. :lol:

Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
PubBowler
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Post by PubBowler »

Both of those line ups have people that can be picked off with a frenzied blitz.

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whitetiger
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Post by whitetiger »

I've never seen a defense that didn't have a place that could be broken. Especially with a 4 ST frenzy player.

Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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mattgslater
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Post by mattgslater »

Cramy wrote:Hmm. I don't remember seeing anybody setup like this on defence.
WT's first defense is a Sooner Defense. If I understand right, it was very popular in Am. Football in the early days of the NFL. I use it with developed Orcs against ST3 teams late in the half, assuming you've counteracted any instances of Leap: two Blitzers with Guard and Stand Firm and two more with Stand Firm or Side Step, a Troll with Guard and Stand Firm, four BOBs (with at least two instances of Block), and any two other guys, and it's pretty much impossible for a ST3 team not to stall out once their Leapers have been taken down. But if you have an ST4 player and a Blitzer with Guard, not so much. It can also leave your opponent with nothing to hit and a big temptation to stack the line in return, for which they'll be sorry if the turn ends prematurely. I think Cramy's right that there's no point in gaming for that defense, but when your opponent is hopelessly outgunned, stacking the line can be a good way to get fast TDs and hence fast SPP.

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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.
whitetiger
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Post by whitetiger »

As I stated, you can diagram out about any defense, and then attack it with a player with guard and a 4 ST blitzer, especially with frenzy, and that defense can get a hole busted in it. I just used these defenses because they're easy to diagram and show the example.

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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
khainedaemon
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Post by khainedaemon »

I went with guard and it was awesome. Played vs a Dwarf team and won 3-1. The sad part is.. in 3 out of the 4 games that I have played, a lineman has died. It's getting pretty hard to even hit 11 players without journeymen.

Anyway, My other catcher got his first skill up and I rolled double 5's. So now I'm stuck in another rough choice. Along with that, my thrower got his first skill and I rolled double 4's for him. I was thinking.. should I maybe do HMP and Diving Catch for these two? Or should I just go with Strong arm on the Thrower and some sort of skill, MA, or AV on the catcher?

Now for these choices, keep in mind that I am the only really agile team in the league.. the other 4 teams are Dwarves, Orcs, Chaos, and Lizardmen.

And also, I wanted to thank you guys for all of your help with my Pro Elven noobishness! :)

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mattgslater
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Post by mattgslater »

Congratulations: you've found the one player who can't get good mileage out of doubles: the rookie elf Thrower!

As your 2nd/3rd increase, Strong Arm is solid, but first? Don't waste a skill! Take Accurate, Leader, Sure Hands or Dodge.

Double 5s on a rookie Catcher (or one with Block/Dodge/Leap) should be +AV or MA. Either is great.

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.
Cramy
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Post by Cramy »

On the thrower, I have to say Accurate. Skip the doubles.

On the Catcher, +MA. Additional MA is great. People tend to underestimate additional movement. +AV could be OK, but it sucks as one of the first skills IMO. Yes, he may stay alive longer, +AV doesn't help you do anything except maybe (and really, maybe) stay on the pitch. On a player with many skills, then the +AV becomes interesting as you want to preserve the investment.

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tenwit
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Post by tenwit »

mattgslater wrote:Congratulations: you've found the one player who can't get good mileage out of doubles: the rookie elf Thrower!
Slann Blitzer? Who's going to put a P skill on one of those?
:P

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whitetiger
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Post by whitetiger »

Yep, dying elves is the bane of the elf races in Blood Bowl. That's something you just have to live with until you can get skilled up and they can protect themselves.

As for the skills, on the catcher, take the speed. Almost always, 90% of the time, take the stat increase. Speed, Agility, Strength, those will help you win more games than any simple skill. On AV 7 players, I'd also seriously think about the amour increase. But speed is usually my first choice.

On the passer, give him sure hands. Skills with rerolls for agility teams is a great thing to have. Especially for ball handling. It'll save your Team Rerolls for the blocks you're gonna need to throw.

Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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