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For the thrower, I'd consider Dump-Off+Nerves of Steel or Sure Hands maybe.
True enough, but I'd still rather have Leader on a Lineman as opposed to a more valuable piece, but Guard should be the 1st choice always.
What's more elfy than superior positioning, minimizing the number of blocks you need to take and being able to score a TD with just 3 players on the pitch?
You've got 1 in 6 chance of rolling a one and the game is really about minimizing the risks you take, so that means taking automatic re-roll skills like Pass, Catch, Sure Hands, Dodge, and without those statistically you'd pretty much need to use a team re-roll every turn, and if you had 6-8 team re-rolls (one might be the Leader, but still), that'd bloat your TV like crazy.
Guard is essential to all low AV survival. So in a way, its very elfy.
Tackle, Wrestle, Diving Tackle, Pass Block, Strip Ball etc.
If other players are already being groomed for this role, Kick Off Return isn't a bad one to increase the chance of him being under the ball when it scatters. Sure Hands or Dump-Off are good to protect against unexpected sacks and when you're low on players and can't guard him properly.
A second player with Leader is probably a bit of a luxury, though it will give insurance against the first player getting taken off field before you use a team Reroll.
Also is the leader reroll always the first reroll to be used ? Like if I start the game with 4 rerolls including the leader and I use one, then the leader gets KOd, do I still have 3 or do I have 2 ?
I think you get it at the start of a drive if you have the Leader on the pitch, so even if as your first action you roll double skulls and the guy dies right then and there, you should have the re-roll for the rest of the drive (half time or either side scores), and AFAIK in the tabletop the Leader re-roll is always the 1st one to be used, can't vouch for the game though.