Grumbledook wrote:
6 Linemen
4 Blitzers
1 Runner
RR: 2
This is a solid set-up, but I have always preferred:
6 linemen 420
3 blitzers 300
1 Witch Elf 110
2 re-rolls 100
1 Apoth
20k banked
1st purchase should be your 4th blitzer. Second purchase is arguably a runner, although my experience is that if you are consistently the underdog, re-roll #3 is more valuable. I get the second Witch Elf only after the first has block.
Alternately, 3 re-rolls and no apoth (saves 50k in the long-run, but without as much of a safety net.)
Blitzers- These are your best pieces, and with 4 of them, they need to be optimally developed for team success. If you are lucky, they will all survive for awhile, and in that case, you need to make sure there is no TV bloat! I suggest:
Blitzer 1- Dodge, Leap, Strip Ball
Blitzer 2- Dodge, Leap, Side Step
Blitzer 3- Tackle, Side Step, Dodge
Blitzer 4- Dodge, Side Step, Tackle
Doubles should be Mighty Blow or Guard, almost nothing else is worth taking. Diving Tackle is also a good option, but I prefer Side Step and Tackle on my blitzers.
Witch Elf 1 & 2- Block, Side Step, Mighty Blow or Juggernaut on doubles (I prefer Mighty Blow, others swear by Juggernaut.)
As a third Witch Elf skill, Strip Ball, Dauntless, Leap, Diving Tackle, Tackle, etc are all nice... but I think the Witch Elf is actually a better piece at just two skills, unless you get a stat bump!
The linemen are a little tricky. It's tempting to go Block Dodge or Wrestle Dodge on all of them, but I would resist. Also, with 6 positionals or more, and three line-elfs on the line, you really need to develop a kicker who is also a good roadblock. Otherwise go without Kick! I suggest the following builds:
Lineman 1- Kick, Side Step, Dodge
Lineman 2- Dodge, Fend
Lineman 3- Dodge, Fend
Linemen 4- Side Step, Wrestle
Lineman 5- Side Step, Fend
On doubles, I find guard outperforms anything else.
Your runner is your most difficult choice. I think the team runs fine without him, but if you do use him, I would go longterm... Dodge first! Nerves of Steel is an awesome next choice, and if you get the 3rd skill, I'd go with Block or Pass.
Others go with Nerves of Steel first, and I find it's just not enough protection!
Stat increase wise, I take stat increases on Witches or Blitzers always- Prioritizing movement on Witches, and wither MA or AV on blitzers. Runners always +AV. Linemen turn down +AG unless it's a first advance. Nobody turns down +STR!
Assassins? I just don't use the pieces alot, I might induce 1, but my rostered ones have sucked! I think Multiple Block would make a nice piece, and I have dreamed of having a Side Step, Dodge, Diving tackle player to take on Gutter Runners!