High Elves and tactics.
Now getting into a debate over this is pointless, as there is no
'right way' to play High Elves. Let's face it (speaking from a
High Elf pointy eared view [point of view]) If you're playing
High elves then you ARE playing right. :)
But What 'D' has suggested is _not_ the only 'two ways' of
setting up a High elf team. So here's my reply as a kind of
'second opinion'. I don't find Doug's version offensive, but
there's more than one way to skin an opponent :)
How to spend 1,000,000 gold pieces:
Well, simply put, start with the most important thing and work
Well, That's obvious. Because High elves _are_
expensive and invaluable you can't afford to lose one. So
buy insurance in an apothecary. One game without the healer
and you could end up down many gold pieces and valuable players.
So, 950,000 and no players bought.
To me, the most important players on a High Elf team are the Catchers.
They are the best money can buy. They're fast. They're agile.
already have your apothecary to make up for their lack of armour. Buy
two. they'll earn Star Player Points (SPP's) faster than anyone else
on the team so it's good to buy them early and make them an embarrassment
to any other team as quickly as possible. Then you'll need A Phoenix
Warrior. Otherwise, who passes the ball to them? It's a cheap pass skill
and access to other passing skills for only 10,000, so get one.
In your league, if Prince Moranion counts as a dragon warrior, then
one dragon warrior and leave a slot for him. Otherwise buy two. Their block
skill and extra movement is more than worth the measly 30,000 extra you are
paying to 'upgrade' a linelf to a blocking blitzing type.
So we look like (with 11 players)
2 Dragon Warriors
2 Lion Warriors
1 Phoenix Warrior
What now? Well, a reserve would help - but that would jeopardise
the amazing skills your team starts with. So - we have two choices...
1. 1 reroll and 2 FF. Now Fan factor money can't buy after
the initial purchase - but Elves don't need fans to tell them how
good they are - everyone knows already! O.k. start but many on this
list believe in the power of the fan factor. I let other teams win kickoffs
and simply win on the pitch.
2. no rerolls and 7 FF. With AG 4 live on the edge and go without
People can't understand why elves can cope - but I do all the time
when starting. Far better than starting without an apothecary. You can
always pick them up later with special 'extra training' cards no matter
which deck you get. In the first few games you can choose a leader.
(after they have block). I never use more than 3 rerolls a half anyway.
So you're set......
Keep a game plan. If you are afraid (and don't ask me why - elves
are the best so shouldn't be afraid of anything) of a player - use any 'anti-player'
cards on them and target them for the first half whenever possible. Take them
out by any means necessary without disturbing the game plan.
Other game plans should be to score as often and as regularly as
possible, unless playing faster teams (who you crunch and stay level with on
the score) or really wimpy teams (such as halfling) which you should use
your speed to lend assists and pound them.
Don't get sucked into playing the same game as the opposition.
My game plan is normally the opposite to my oppositions. If they are beefy
don't get sucked into the beat-em-up game. Score often and stay away from
opponents when convenient. If they are sppedy (Skaven, Wood elves) then
pound them and especially take out their faster players to keep their speed
on par with yours (you'll find the faster players are normally easy to take out
Certainly exert tackle zones on players who could inlfict pain on those
who have the ball with players who aren't critical to the play. But equally keep
those players whom you can away from those who are the biggest risk. I've seen
too many hihg elf coaches with eyes bigger than their fists. Stay away from
treemen. Don't bother with them Same with trolls. Both are so slow they won't
bother you much and if they have to waddle everywhere they aren't doing what
they do well, which is hit.
So keep players moving when possible.
Take any two dice blocks in your favour fairly regulalry, as players
on the pitch aren't hitting you, holding the ball, or chasing you. One dice blocks
less regularly as the chance of success is less (especially with few rerolls).
Weigh up the importance of the dodge, block or whatever with the risk of failure
and do those of relatively equal importance but less probability of failure first.
So your blitzers should block/blitz before anyone else.
Get your position players to do their respective jobs. Throw with
your passer and catch with your catcher where convenient, as it helps
your probability, but elves _are_ flexible in this department, and are good with
Against the cage:
If you see an opening - punch through to the ball - but if you don't,
wait. Dodge your players back one square each turn. that way they only
advance one square each turn and make one block (the blitz). Form a wall
with you players so they can't get through. You'll get an opportunity to hit the
player who blitzed back and your blitz if you set up correctly and then all step
back one square again. You may lose a few players this way - but it will
stop the opponent from scoring.
The other tactic, which can be used in simultaneous action, is to
tie up players in blocks and whittle the players around the ball as they can't
advance and have to hit you to get away. When the cage has lost players
all up the pitch involved in minor skirmishes ans there are only three or four
players around the ball, _then_ hit the cage. Cards can help - and
tacklezones on the ballcarrier can really freak your opponent out. Don't
leave lots of players around the cage where he can hit you all day and
keep your team playing cards in the dugout - you just have been sucked
into playing the beat-em-up game.
The Line of Scrimmage:
Stay away unless you have dominance. Sure hit and skirt away -
but make them come to YOU. Never give them free shots when you can
avoid it. With planty of players around you can have dominace and do
ther 'domino maneuver'. Two dice (with one assist), push or knock down,
don't follow up and be the assist for the next block, two dice (with one assist)
etc. right across the line from left to right or right to left.
Develop radar. Pick it up and keep it away from the opponents.
Don't be afraid to get in the action to get it, but get it 'out of there', even
at the expense of a turnover, as soon as possible. Run the ball if you have lots
of linelfs near the ball carrier against really speedy teams, pass over crunchy
ones. Use a wide zone as help to create a miniature pocket with a few players
placed wisely to protect the ball carrier rather than biff straight down the middle
where the really strong players are. (watch for players with frenzy - they can make
a mess of this tactic). Remember to make players come to you.
Use a mini cage around the ball until you can throw to a guy who
can score _in the same turn_. Don't leave a lion warrior (or anyone else) alone
with the ball in a backfield, unless NOONE from the opposition can get to them.
There are exceptions to the rule. I normally work my 'pocket' down
the field until I get caught up in enemy players I can't knock down - then I pass
to an open guy and score. You can set up a pocket in the oppositions backfield
to pass to as well - it gives protection for the ballcatcher if they get it and it can
mean you can offload the ball earlier and wait a turn before dodging away to score.
It also gives you other people to catch the ball if it isn't accurate.
If your pocket isn't facing opposition, run all the way while he
chases your lion warriors all over the pitch. Running the Phoenix warrior in to score
normally is a suprise to coaches - they expect a pass. I would discourage sending
lone lion warriors into the backfield by themselves, they normally end up dead. Instead,
move into the wings where they don't look like a threat - then short pass to them and
streak out of danger - tying taklezones up with any other player possible.
There - that's about ten plays right there.....
Focus on the ball - early. Before the cage. Get your dragon
warriors to the ball
pronto - especially if they fumble the football trying to pick it up - it can allow you to score.
If you get the football from such an eventuallity, don't stay deep in the
backfield all alone with the ball - send it back to your passer. Strange - passing backwards,
but it keeps you with possession of the ball a lot longer. It's another suprise trick.
Rather than focus on potential threats to score and keeping all opposition
out of your half (forthose speed teams) hit them, sure - but remove the threat in taking
out the thrower. I've seen many an orc team crumble without their beloved thrower. He's
their weak link.
Remember to make the oposition come to you and dodge to convenient
locations to assist where it matters - you may be outnumbered (and expect to be about
7 player in the second half sometimes) but make the players you have outnumber
them where it matters.
Strip ball is overrated - I feel - but Diving Tackle, Dodge and Block
Lion warriors makes them pretty nice.
Frenzy on anyone with block can also be a good idea to make the players
and don't forget leader on a 'block' player for a free reroll.
As to Stat upgrades - the only ones I'd be happy with would be +1 ST.
You don't need MA or AV.
Save for the 140,000 gold piece twelfth player. He's worth it.
should get random events (at least one per match) to help out with the
financial side of things. While saving - buy a reroll if you get that 'extra training'.
Prince Moranion is not only really helpful with his ST4, but also makes a great
player to run with the ball. Keep him as a 'blitzer' type - not on the line
where he can be pounded and his MA 7 is wasted.
In fact if you can have 4 of him - get them.
Look to pad out the roster with reserves fairly quickly. Don't
pay the twice
price for rerolls - extra training will pay for that if you have money in the treasury.
Only look to a wizard when you are having 11 players on the pitch all game long.
Choose your first opponents very wisely. Choose the teams which
won't easily beat you to a pulp, are unlikley to pose a threat to a win, and has
high fan factor (in that order). The first few games can make or break a team -
so if you can play those halflings early - do. Also less experienced coaches can
make easy starting opponents if you are sneaky - but don't underplay the first
few games. You should look to win (get points on the board early), and develop
your team as quickly as possible.
Just choose your opponents while you are 'vulnerable' especially
carefully and don't compromise your game plans or league strategy because
of a few players missing matches.
=-) Babs. (written some time ago)
P.S. This may be VERY different to Doug, but it is meant to be
complementary and supplimentary, not against him.
Doug, Well done - I liked your article so much
it inspired me to write this :)
Nef: I agree with you somewhat - do you kind of agree with this?