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Blitzers benefit from dodge and then there are a few options. Tackle, side step, strip ball are all good choices but on doubles go guard or mighty blow depending on if you are going to be using them as an attacker or as a defender.
Your first lineman should get kick and then after that I go block on all of them and then dodge, side step and doubles get guard.
Thrower, accurate, Nerves of Steel and for me personally, I get kick off return. I get kick off return just so I get potentially get a free shot at the pickup. I never take a second thrower; one is enough and they come with pass and safe throw, so if he dies, its no big deal to start with a fresh one.
Nerves of Steel is a terrible skill to take though, guard or mighty blow or just skip doubles for more block/dodge/tackle/side step.
You can mix in wrestle instead of dodge on linemen, and you should consider making one catcher wrestle/strip/tackle.
Leap is another skill to take on any player with strip ball.
http://bbtactics.com/strategy/players/high-elf-players/
Not a big Elf player, eh? Skip doubles? :/
Wrestle and Dodge on linemen is considerably better than your suggested Block / Wrestle, and Nerves of Steel is an incredible skill.
If I can catch or pass on a 2+ in 3 tackle zones instead of a 5+, what exactly makes it a bad skill?
I would normally not take NoS, although it can be a nice crutch. Between Dodge, Block, sidestep, and any agility, str, or movement ups, a catcher has plenty of better things to get.
Don't get defensive skills on your thrower. If you move thrower down field where he could get hit in a cage dive, then you might as well not have one.You want accurate, surehands, strong arm, agility, movement. Anything that can help him pick it up and be good at passing long distances from the back field both saving you rerolls and giving your team time to get into threatening positions. Always take accurate first unless you get agility 5 (although there are good arguments for taking strong arm first as well) Don't put him in a position where he can get sacked, use him in the backfield to pass to a midfield catcher who then does a handoff to the scorer. If you need to stall and your opponent pressures thrower, then pass up field to a player with defensive skills and screen him off.
Blitzers: Dodge, tackle, sidestep, guard, mighty blow
Linemen: Dodge, block, wrestle, guard, mighty blow, 1 kicker down the line when you have the skills to opportunize on a good blitz event.
It keeps the TV down, and Block/Dodge/Sidestep on all (6) Catcher and Blitzers will make it very difficult for an opponent at similar TV.
It's hardly a Crutch. If I can pass to a Catcher with a 2+ catch roll who then has to dodge out and run 8 squares to score, the odds of success are much higher than dodging out, running to the end zone, and making a much harder pass.
Obviously you'd take better options if they presented themselves, but it's still useful to have one NoS Catcher.
I can see the merit in this, but a sprinkling of Guard / MB can really help an Elf team out.
Yeah Crutch probably not the right word use, let's say "added demension to your passing game." I love pro elves and know that it's a great skill. It's just a matter of opinion. Some coaches don't like having throwers at all, there many different views that all have merit concerning elves.
I realise I'm quoting you out of context, Ned. But just wanted to add that a SECOND defensive thrower can be more useful than a Lineman at just 20k more.
One with Block / Dodge (and possibly NOS if you've a developed team), acting as a safety. With their free Pass / Safe Throw skills they are great for picking up loose balls and getting the ball out for a defensive TD.
You may want to watch this playlist for high elf gameplay and read this reddit thread for a general discussion on BB skills.
Oh btw, don't get nerves of steel on anyone, don't get strong arm unless your thrower already has blodge, sure hands, and accurate.
catchers are very flexible, you will build them differently for different things
blitzers are basically blodge+sidestep and then whatever perks - they will be mostly used for marking
throwers either block and hold the ball or lots of silly throwing skills
Even a Thrower?
That said NoS is a fantastic skill for Pro-elfs with dump off, but pro-elf catchers are the only players who should ever take NoS. [hint, for those who don't know the pro-elf roster, their catchers start with NoS]
Classic elf builds, regardless of which elf team it is, is to blodge (wrodge for linemen if you prefer) up everyone, then add mighty blow in one or two spots (usually better on blitzers/catchers, woddies are the exception), and then just add guard with doubles everywhere else. Guard is really such an amazing skill for elfs since they have the mobility to get it where they need it more easily than other races.
Add things like side-step and diving tackle and tackle as necessary. Take all stats other than MA for linemen (never take +AV on anyone). Take kick on some random lineman at some point. Take leap on AG5 players, might even take it on a wrackle/strip sacker too.
Learn how to one turn, easiest with woodies since the catchers start with sprint, but side-step on any MA8 player... you need to learn how to do this. If you get an MA9 or 10, consider sprint and sure feet if you want a dedicated one-turner, but as opposed to skaven, it's not as necessary for elfs.