The main rules: TV100, +6 regular skills, no more than 1 skill per player, no more than 2 copies of any given skill.
I'm considering two different rosters.
- 6 line, 2 runner, 2 blitzer, 2 ulf, 2 TRR
- 5 line, 1 runner, 2 blitzer, 2 ulf, 1 snowtroll, 2 TRR
Worth noting that I find the disturbing presence on the snowtroll to be a really tactically interesting skill, provided I can bring it to bear on my opponents. It makes norse even stronger against skill/ag teams, and can possibly be the final straw that keeps the cager teams from making that final handoff/run into the endzone. I'm actually more interested in getting DP on the field than yet another frenzy high-st character, especially given the liability that loner, frenzy and no block skill can be.
With 6 skills to spend, I think some make perfect sense. Block on the ulfs, MB on the troll, if present. Either sure hands or dodge on a runner (SH seems like a clutch skill, but I could see dodge having more uses). I'm somewhat torn about skills on the blitzers. Guard can be pretty useful, as can mighty blow. Stand firm could be really useful on a dedicated sideline blitzer (although the block/st4 ulfs probably make better sideline blitzers).
My overall strategy is to play an aggressive defense, kicking off to start the game if given the choice, establish a lot of blocks and multi-push crowdsurfs, and try to get into the second half with a reasonable man advantage. Against AV9 teams, the troll needs to play a lot bigger role, but crowdsurfs keep the pitch clear too. My test matches so far have shown me the real danger of ending my turn with a lot of my guys in tacklezones though- having free blocks against my AV7 guys is problematic, even when there's block on all my guys.
Anyway, any kind of advice or pointing out flaws in my thinking are welcome.