napking wrote:I like having a thrower on the roster to grab the Leader skill once they level up. Woodies will burn through your RRs and Leader ups your total and still allows for buying more players.
There
is merit in that. If you were facing a dwarfy schedule it would be my advice. I think that as a newer coach, you're better off learning from the perspective of having a Catcher.
Put the Catcher in the middle of the backfield on offense. After you bust open the D-line (or bust a hole somewhere else and just cover the line with zones) and run your targets (linos, especially ones who are 2-7 SPP from skilling, WDs) downfield, use another guy (any guy who could use 1 SPP except a WD or Tree) to throw the ball to the Catcher and use his superior MA to get out of blitzing range. Then, you have a Catcher to throw on the next turn, whose +1 MA is likely to add +1 to the pass. Should you have coverage, Dodge/MA8 makes it easy to break out. Also note that against many teams you can stick him on the line on Turn 8, then use either a Frenzy WD or a Grab Treeman to chainpush him upfield for a 1TTD. Game it right, and you don't even have to blitz to get him up there, leaving your blitz action open to give him receiving room. This works really well if you have an Accurate Thrower, as a deep ball can make it tough and you are usually out of TRRs by then. Sure Feet on a Catcher also helps, and has excellent defensive value to boot.
Once you buy a Thrower (purchase 2 after Apoth, unless you luvv them Trees), he gets recovery duty until he improves and gets Leader or Accurate. Leaders ideally get 2 turns per half on the field, but Accurate Throwers supplant this guy and put him in the receiving corps (or off the field) on offense. The offensive strategy doesn't change (throw to QB, drop back, let play develop, throw TD on turn 2), regardless of opponent or development: the tactics may vary and the required skills.
Develop strictly for defense, except on a few players, like one Thrower and maybe Catcher #3 or 4, who should be built strictly for offense. Aggressively skill your linemen and give Kick to the first guy, Dodge to the next three, alternating Wrestle and Side Step as a second selection or as a #1 after the top 4. Make your opponents pay for not having any dwarfs in their midst. Until they load up on Tackle (more than 2), flood the line with Dodge linemen. Wood Elf Catchers are the game's third-best free safeties, after the disturbingly-good Pro Elf Catchers and Gutter Runners, and they're competitive with Gutter Runners in low-skill formats. On defense, Catch is great: if you unearth the ball with whoever (and you can't control who all the time), then you can turn it into a TD with a Catcher.
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.