High elf builds

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dr. evil
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High elf builds

Post by dr. evil »

I've just started a high elf team for are new session and was looking for some good builds (other than block/dodge). Any ideas.

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Post by DoubleSkulls »

Wrestle dodge is also good :)

HE Blitzers - dodge, tackle, sidestep.

Catchers - wrestle, dodge. Then either turn into blitzers (leap, strip ball, tackle), defensive (sidestep, diving tackle, shadowing), receivers (sidestep, fend, NoS)

Line elves - one kick. The rest a mix of block or wrestle and dodge, fend or sidestep.

Throwers - leader, accurate, KoR are all good. Strong arm on doubles.

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Post by Andromidius »

If I were to play High Elves, I'd do something along the lines of:

Blitzer #1 - Dodge, Tackle, Sidestep, Guard
Blitzer #2 - Dodge, Dauntless, Sidestep, Mighty Blow
Catcher #1 and 2 - Dodge, Block, Sidestep, Nerves of Steel
Catcher #3 and 4 - Wrestle, Strip Ball, Tackle, Dodge
Throwers - Sure Hands, Accurate, Leader/Kick-Off Return, Strong Arm
Linemen - Wrestle (1 Kick first), Tackle, Guard

Blitzers act as a double team to beat on tougher opponants, Catchers run with the ball and sack opposing ball carriers. Lineman should never throw blocks and just sit in enemy tackle zones annoying the hell out of them.

If a Blitzer or Catcher got AG5 I'd be tempted with Leap. I'd pass on anything bar ST on a Lineman.

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Post by TuernRedvenom »

Andromidius wrote: Lineman should never throw blocks and just sit in enemy tackle zones annoying the hell out of them.

...I'd pass on anything bar ST on a Lineman.
Surely you should take +AV on a lineman then... (at least, that's what I would do.)

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Post by Tripleskull »

I would get myself at least one leaper early on.

- Either leap on a blitzer, then strip ball, then dodge, tackle, side step in some order (juggernaut)

- Or wrestle, leap on a catcher, then strip ball.

You win by scoring on oppositions drive. You loose 1-2 if you dont have defensive skills.

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Post by darren woodward »

Lineman should never throw blocks and just sit in enemy tackle zones annoying the hell out of them.
Sooner you than me :D I'd throw a 2D6 block attempt or failing that dodge away unless i was going for the TD and wanted to tie possible blitzers etc up. d

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Post by dr. evil »

I have one blitzer with leap already and I plan to get a catcher with wrestle,dodge and strip ball. I think leap on the catcher might be a waste as he will be going after the ball brfore the cage is formed.

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Post by Andromidius »

Nah, I would still pass on +AV. It's great on a Blitzer or Catcher, but on a Lineman I'd rather have a skill. +ST is the exception, since it makes him harder to knock down, rather then harder to injure when he's knocked down.

And aren't Elves always trying to score touchdowns?

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Post by Jural »

Andromidius wrote: Lineman should never throw blocks and just sit in enemy tackle zones annoying the hell out of them.
At 70k a linemen, you HAVE to make better use of them than that. If you want to succeed that is.

Dark Elves don't need to field linemen almost, but I still end having room for 3-5 skilled linemen on my team. Sure, they absorb some hits, but their job is to live and to annoy, to assist and to hit back!

High Elf Linemen have even more of a need, and I would prioritize their skills as such:

1- Get a kick player.
2a- Dodge, unless your league is tackle heavy
2b- Side Step (better than dodge in tackle heavy leagues, but bad in PBEM.)
3- Block

I'd try to develop 2 block players and 2 dodge (or side step, in the right league) players, then pick up wrestle. Why? Dodge and Block are easier to build on later if you roll a nice double or a stat increase.

Regarding doubles, it's hard to beat guard.

Stat increases? On the first advance, I'd always take +AG, as this player now becomes very versatile. COnsider him a positional now. On a third advance, it is so far to leap that I'd turn it down. On a 2nd advance, consider how ong the league will be playing and how many leap players you already have.

Always take +STR.

a 10? A 5+5 should be guard, a 4+6 I personally ignore in favor of a skill, most of the time.

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Post by DoubleSkulls »

On wood elf teams I'd take wrestle 100% on line elves over block. I'm not so sure about on HE teams - I'd be taking some wrestle on catchers and so the need isn't as high. However as a "slow down bashers" its a great skill on line elves - three wrestle, sidestep, fenders would be a nasty LOS.

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Post by PubBowler »

To give you an alternative view...

I wouldn't take Dodge on any High Elf players.

None of the positionals start with it.
The vast majority of teams have Tackle.
There are equally good options in general/agility which are harder to cancel.

Sosoem ideas along that line:

Blizters: Tackle, Diving Tackle, Side Step Guard as double
Used to mark the back of the cage or deep receivers.

Catchers:
Wrestle, Strip Ball, Leap, Tackle (ball hunter)
Block, Frenzy, Side Step (crowd pusher)
Mighty Blow or Guard as double pick

Throwers:
Leader, Accurate, Strong Arm as double

Linemen:
1 with Kick
A few with Wrestle, Fend, Side Step (LOS anti cagers)
A couple with Block, Dauntless (+ST hunters)
Guard as double pick

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Post by Jural »

PubBowler wrote:To give you an alternative view...

I wouldn't take Dodge on any High Elf players.

None of the positionals start with it.
The vast majority of teams have Tackle.
There are equally good options in general/agility which are harder to cancel. ...
The thing about tackle is that is not often found on the LoS. Usually people build safeties with tackle, and don't put a lot on the line, at least until the teams are well developed. This goes out the window against dwarf and chaos dwarf teams, of course, and also against certain coaches who do build early LOS with tackle.

Dodge on a High Elf lineman gives you a nice chance to remain standing, and is almost equivalent to Blodge when the opponent doesn't yet have block. Also, you can always replace your linemen as the team develop (I have to do so much more than I like!) so an early dodge choice can be phased out.

Interestingly enough, with an inverted skill choice (Dodge on the LoS, no dodge on positionals) you can really wreak havoc in developed leagues. Suddenly the safety players would be better placed on the LoS, and the players in the Wide are carrying around 20-40k of skill bloat.

So I'm going to try that with my next high elf team... no dodge on the positionals, and early dodge only on the linemen!

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Post by mattgslater »

I like Side Step as the first skill selection for linemen #s 2-4. It's great for jamming up the middle of the line. With one Side Step Blitzer at the corner and one lucky roll for a Guard player at the opposite side outside LB, 3 SS linemen can hold everything in the opponent's half. That's how you turn games over.

Conversely, I'd never take it on a Catcher, unless it was a late advance on a safety. SS is for guys who are going to get hit. Gaming to keep your Catchers from getting hit is important.

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Post by Jural »

mattgslater wrote:I like Side Step as the first skill selection for linemen #s 2-4. It's great for jamming up the middle of the line. With one Side Step Blitzer at the corner and one lucky roll for a Guard player at the opposite side outside LB, 3 SS linemen can hold everything in the opponent's half. That's how you turn games over.

Conversely, I'd never take it on a Catcher, unless it was a late advance on a safety. SS is for guys who are going to get hit. Gaming to keep your Catchers from getting hit is important.
The only caution against mass side step is the league. PBeM and leagues who use the 4 minute timer strictly probably don't appreciate that much Side Step.

Also, on a High Elf Squad my catchers get hit fairly often, it's part of having 0-4 of them with the highest MA on my team!

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Post by dr. evil »

Just an update on my progress.
#1 thrower pass, safe throw, strong arm, dodge (16spp)
#7 blitzer block, leap (12spp)
#8 blitzer block, dodge, tackle (18spp)
#9 lineman +1AG (10spp)
#10-15 linemen (0spp)
#16 lineman +1ST (7spp)
8 ff (started with 5 for free)
3 RR
apothy
My record is 2W, 1T, 1L

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