High Elf inducements
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- mattgslater's court jester
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Re: High Elf inducements
Line - Wrestle Dodge, Wrestle Dauntless
Catchers 2: Dodge, Sure Feet, Sprint, Leap
Catchers 2: Dodge, Passblock and Nerves of Steel, Leap - if there is passing in the league
Blitzers: Dodge, Mighty Blow, Sidestep oh and tackle
Thrower 1: built to pass - the monty
Thrower 2: kick (IMO) and Sure hands, maybe NOS to scoop balls and thrown to another
Catchers 2: Dodge, Sure Feet, Sprint, Leap
Catchers 2: Dodge, Passblock and Nerves of Steel, Leap - if there is passing in the league
Blitzers: Dodge, Mighty Blow, Sidestep oh and tackle
Thrower 1: built to pass - the monty
Thrower 2: kick (IMO) and Sure hands, maybe NOS to scoop balls and thrown to another
Reason: ''
The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
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Re: High Elf inducements
I'm a boring HE player:
Lino: first one kick, then Wrestle/Dodge (or wrestle fend depending on league comp)
Blitzer/catcher: blodge, then SS/DT. Add a tackle on a blitzer, and a frenzy on first catcher past blodge.
Thrower: Leader, then blodge.
First double is MB, and he becomes the elfkiller(so tackle). Take all stats on the blodging players, and consider sprint/sure feet if you roll a +ma catcher (after blodge SS ofc).
Add some rerolls, and you won't manage to finish that build. Boring, but extremely effective.
Lino: first one kick, then Wrestle/Dodge (or wrestle fend depending on league comp)
Blitzer/catcher: blodge, then SS/DT. Add a tackle on a blitzer, and a frenzy on first catcher past blodge.
Thrower: Leader, then blodge.
First double is MB, and he becomes the elfkiller(so tackle). Take all stats on the blodging players, and consider sprint/sure feet if you roll a +ma catcher (after blodge SS ofc).
Add some rerolls, and you won't manage to finish that build. Boring, but extremely effective.
Reason: ''
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Re: High Elf inducements
A few more matches played and next match is the first match of the playoff (most likely against an experienced and dangerous Chaos team). This is how my team looks now:
Catcher1: NORMAL SKILL
Catcher2: AG+1, Dodge
Catcher3: Block
Catcher4: NORMAL SKILL
Thrower: Accurate
Blitzer1: Dodge, Tackle
Blitzer2: Dodge, Guard
Lineman1: Guard
Lineman2 Guard
Lineman3: AG+1, ST+1
Linemen4: Kick
My question now is: What should my two catchers take on their skill in your opinion: Wrestle, Dodge or Block or something entirely different. And the next question is: What shall I do with Lineman 3? Block and Leap?
Catcher1: NORMAL SKILL
Catcher2: AG+1, Dodge
Catcher3: Block
Catcher4: NORMAL SKILL
Thrower: Accurate
Blitzer1: Dodge, Tackle
Blitzer2: Dodge, Guard
Lineman1: Guard
Lineman2 Guard
Lineman3: AG+1, ST+1
Linemen4: Kick
My question now is: What should my two catchers take on their skill in your opinion: Wrestle, Dodge or Block or something entirely different. And the next question is: What shall I do with Lineman 3? Block and Leap?
Reason: ''
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Re: High Elf inducements
If your opponents have 0-1 tackle, put dodge on one catcher, wrestle on the other.
In a more probable world, put wrestle on both. (In the future one shall be wrestle+tackle, the other wrestle+strip ball)
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My suggestion for your super-lino is block, dodge, frenzy/leap in that order.
In a more probable world, put wrestle on both. (In the future one shall be wrestle+tackle, the other wrestle+strip ball)
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My suggestion for your super-lino is block, dodge, frenzy/leap in that order.
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Re: High Elf inducements
A couple of games more played and my team has evolved in a rather interesting way, after a couple of stat-increases.
The team is as follows:
Catcher (26SPP), AG+1, Dodge
Catcher (12SPP), Wrestle
Catcher (8 SPP) Dodge
Thrower (17 SPP) Accurate, AG+1
Blitzer (19 SPP) Dodge, Guard
Blitzer (17 SPP) Dodge, Tackle
Lineman (13 spp) Guard
Lineman (9 SPP) Guard
Lineman (31 SPP) AG+1, ST+1 and a roll of 6+5, AG 6 or ignore?
Lineman (13 SPP) Kick
So, what do you think about my freak Lineman with ST4 and AG6 if I choose the second AG+. How do I best use such a stat-monster without any skills? As a cagebreaker or do I ignore the AG6 and go for Block or something?
The team is as follows:
Catcher (26SPP), AG+1, Dodge
Catcher (12SPP), Wrestle
Catcher (8 SPP) Dodge
Thrower (17 SPP) Accurate, AG+1
Blitzer (19 SPP) Dodge, Guard
Blitzer (17 SPP) Dodge, Tackle
Lineman (13 spp) Guard
Lineman (9 SPP) Guard
Lineman (31 SPP) AG+1, ST+1 and a roll of 6+5, AG 6 or ignore?
Lineman (13 SPP) Kick
So, what do you think about my freak Lineman with ST4 and AG6 if I choose the second AG+. How do I best use such a stat-monster without any skills? As a cagebreaker or do I ignore the AG6 and go for Block or something?
Reason: ''
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Re: High Elf inducements
I would ignore it and take some survival skill.
Reaching 51 spp without Block/Wrestle/Dodge is fairly hard, especially for a Lineman (or do you use catchers to screen him?
).
St4 Ag5 is good enough
Reaching 51 spp without Block/Wrestle/Dodge is fairly hard, especially for a Lineman (or do you use catchers to screen him?

St4 Ag5 is good enough

Reason: ''
- mattgslater
- King of Comedy
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Re: High Elf inducements
Ditto. Block for my $.
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.
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.
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- mattgslater's court jester
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Re: High Elf inducements
Stat increases are not always the best. I would not have bothered with AG for the lino with a ST+1.
BTW you now have a nigh sickest Thrower in the Game. IIRC HE throwers have Safe Throw Which means you can virtually put the ball anywhere (LBs are on 3+). With an AG5 Thrower he SThrows on a 2+.
Really leave the guy at the back of the field somethimes before making a play of lob it catch it and scarper. All it needs is strong arm and if needs must NoS.
I know it should give many coaches a headache.
BTW you now have a nigh sickest Thrower in the Game. IIRC HE throwers have Safe Throw Which means you can virtually put the ball anywhere (LBs are on 3+). With an AG5 Thrower he SThrows on a 2+.
Really leave the guy at the back of the field somethimes before making a play of lob it catch it and scarper. All it needs is strong arm and if needs must NoS.
I know it should give many coaches a headache.
Reason: ''
The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
- mattgslater
- King of Comedy
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- Joined: Thu Dec 15, 2005 5:18 pm
- Location: Far to the west, across the great desert, in the fabled Land of Comedy
Re: High Elf inducements
I'd probably try to Blodge up the Thrower at this point. AG5, Accurate, Safe Throw means that you can bomb over most TZs on 70/81 odds, and long-pass into coverage on (35/36)^2. It's not worth Strong Arm even on doubles. Dodge, then choice of Block or Sure Hands, then the other one, and Leap or Fend if you're playing perpetual and he lives to 176. Ignore doubles or take Guard; AG5/Guard = disgusting. MA would be good, too.
ST/AG on an elf lino is awesome. I have a +AG guy who is lots of fun: +ST would make him incredible.
ST/AG on an elf lino is awesome. I have a +AG guy who is lots of fun: +ST would make him incredible.
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.
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.
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Re: High Elf inducements
I like the thought of an ST4 AG6-player but I understand the reasoning about Block instead of AG+, AG 6 doesn't make him any better at throwing so the only reason for having AG6 is to do things in a couple of tacklezones (pick up balls, catch, dodge) and dodging into a cage is a real option with AG6 but is there any other great aspects of having such stats more than to bragg!
I know how valuable my thrower just became with an AG+ and that's funny since the reason I choose High Elf was to develop a good passing game and I agree that he doesn't need another passing skill so Dodge, Sure Hands, Block will probably be his upcoming skillups no matter what I roll.
I know how valuable my thrower just became with an AG+ and that's funny since the reason I choose High Elf was to develop a good passing game and I agree that he doesn't need another passing skill so Dodge, Sure Hands, Block will probably be his upcoming skillups no matter what I roll.
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- RogueThirteen
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Re: High Elf inducements
It's not often you see a 6 4 6 8 player. I'd take the +AG. It's not the most efficient choice, but wow what a natural talent. What this player should be used for is a road block (as he's much harder to blitz at STR4), occasionally as a blitzer when you need his natural ST4 to get a 2-die, and when it's opportunistic you can use him to dodge through the enemy line to get into annoying spots or to try to pick up loose balls in heavy coverage.
I have a ST4 skill-less HE Lineman, and I found myself blitzing with him much more than I thought I would given his lack of Block/Wrestle, but sometimes relying on his natural ST4 is your best blitzing option. With 6AG, I think I'd find even more annoying, more fun ways to use the player.
I have a ST4 skill-less HE Lineman, and I found myself blitzing with him much more than I thought I would given his lack of Block/Wrestle, but sometimes relying on his natural ST4 is your best blitzing option. With 6AG, I think I'd find even more annoying, more fun ways to use the player.
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- mattgslater
- King of Comedy
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Re: High Elf inducements
If annoying, fun uses are what you want, take Leap instead.
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.
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.
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- Experienced
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- Joined: Sat Oct 04, 2008 10:58 am
- Location: Sweden
Re: High Elf inducements
A couple of more games played. A couple of players sacked due to injuries but been blessed with good results and skillrolls. My team now looks like this:
Catcher: AG+, Dodge, Leap
Catcher: Wrestle, Guard, DOUBLE
Catcher: Rookie
Catcher: Rookie
Thrower: Accurate, AG+
Thrower: Rookie
Blitzer: Dodge, Guard
Blitzer: Dodge, Tackle, AG+
Lineman: Kick, Block
Lineman: Guard, Block
Lineman: Guard, Block
Lineman: Wrestle
Lineman: AG+, ST+, Block
I know I'm truly blessed with AG+ and DOUBLES (which have been guard each time for me so far) but now with my Wrestle, Guard Catcher I don't know what to pick with my double. Nerves of Steel? (but that doesn't stack with Wrestle, Guard) or Mighty Blow (to be the only player that can inflict some damage) or ignore it and take sidestep, strip ball, leap or tackle?
I've got one more leaguematch before the playoffs and the teams to look out for (in my opinion) is a Chaos Dwarf-team, a Dark elf-team and a Lizardman team. Any advice would be appreciated...
Catcher: AG+, Dodge, Leap
Catcher: Wrestle, Guard, DOUBLE
Catcher: Rookie
Catcher: Rookie
Thrower: Accurate, AG+
Thrower: Rookie
Blitzer: Dodge, Guard
Blitzer: Dodge, Tackle, AG+
Lineman: Kick, Block
Lineman: Guard, Block
Lineman: Guard, Block
Lineman: Wrestle
Lineman: AG+, ST+, Block
I know I'm truly blessed with AG+ and DOUBLES (which have been guard each time for me so far) but now with my Wrestle, Guard Catcher I don't know what to pick with my double. Nerves of Steel? (but that doesn't stack with Wrestle, Guard) or Mighty Blow (to be the only player that can inflict some damage) or ignore it and take sidestep, strip ball, leap or tackle?
I've got one more leaguematch before the playoffs and the teams to look out for (in my opinion) is a Chaos Dwarf-team, a Dark elf-team and a Lizardman team. Any advice would be appreciated...
Reason: ''
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Re: High Elf inducements
Nice team! I'd ignore the catcher double, no doubles really combines well with wrestle/guard. Guard is also not the greatest skill on that player imo. You have quite some guard already and he would love dodge, ss, tackle/strip ball and I think any of those skills would improve your team performance more. Your offense is crazy with plenty of guard, that thrower and your AG+ catcher, but you need a great sacker for defense.
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- Rewslaun
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Re: High Elf inducements
I'm jealous of all the agility increases. Keep up the good rolling.
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