Tiers in Elfball
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- cyagen
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Tiers in Elfball
I was rereading the rulebook and having a look at the rosters I found that hard to see the strengths and weaknesses of each.
Are they tiers in Elfball? Or are all team designed to have equal chances?
Are they tiers in Elfball? Or are all team designed to have equal chances?
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Kick off return was my idea :)
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
- GalakStarscraper
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Re: Tiers in Elfball
Each team is designed to have equal odds.
Many teams play very differently than other teams but if a team has a strength in one area it should be offset by a weakness in another.
Galak
Many teams play very differently than other teams but if a team has a strength in one area it should be offset by a weakness in another.
Galak
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- antipixi
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Re: Tiers in Elfball
Having had a think about this I have compiled my take on each of the teams. These are very brief comments about the strengths of the teams and mainly based on my grasp of the statlines rather than actual experience. I would be interested to see what people think, especially from those who have played the teams.
Black Widow – Play keep away with high Dodge and Skill players whilst the Hunters and Widowmaker take opponents down or off the field.
Deadlings – Crush your opponent through shear brute force and then pass to one of the up front bashers to score.
Desert Dogs – Clear space to manoeuvre with the two Dervishes, ideally shoving player who stray close to the edge off the pitch.
Divine Wind – Ebb and Flow. Draw the opponent to you and then use the large number of Tackle four players to win the war of attrition, whilst sending a few players into scoring positions before passing up the pitch for the goal.
Dwarves – Push them, hit them, kill them. The ball can wait.
Gnolls – This team can have a lot of speed and a lot of tackle. Shoving people into gang ups will help improve your odds of winning.
Gnomes – Contraptions hit hard, but break easily. Protect them as you use them to open the field, or bow in your opponents. Then use the dodging Gnomes to score.
Middle Kingdoms – The greater all-rounders. Pick your players to suit your strategy.
Night Elves – Keep it moving! Imps are fast, hard to tackle and agile. Use them to support your Hunters in taking out the opposition, secure the ball with a Striker and then use the Imps speed to score before your opponent can recover.
Pharaohs – This is a positional team. Little access to hard hitters, but lots of skill and all-rounders. Get you spread right across the pitch and you can move the ball very quickly.
Razorbacks – This is a team with no weak players. This is balanced with a lack of Skill. Teamwork is key to success, and it isn’t likely to be pretty.
Sarcos – You get to choose! Do you want to play the skilful dodging game or the bash happy game; or can you find the critical balance between the two? This team gives you the chance to find out.
Samhaino – More pace, but less punch than the Deadlings, this team still has an aggressive approach towards the game. Combine the Horror with the large amount of Tackle four access effectively and you have an almost instant reduction in opposition.
Siringit – This is a team of specialists. They can do ANYTHING. The challenge is finding the team that either matches your style of play or, for the forewarned, takes away your opponents optimum strategy.
Timberline Elves – Welcome to Shove City, Arizona. Dryads are up there with Dervishes for the best pusher award. They are very manoeuvrable owing to their high Dodge. They also have the variety of players to capitalise in the preferred style of the coach using them.
Valkyries – This team has enough skill to be effective with the ball, but specialises in pain. Four Hunters and an Ice Troll gives the possibility of opening a whole store of canned whoopass!
Orc – These are good at putting players down or out. Lots of Tackle with the Hobimps high dodge AND tackle giving them the opportunity to hit any nearby player and not necessarily have to shove anyone next to them first. However, with Might two they will need some support to take down most players.
Ratmen – I feel the need, the need for speed! These guys can really shift. This means they can move further and/or do more in an action. Be careful though as they are not good at taking a beating. Pushing your way to an open field of play, should give you room to use their speed to the optimum.
Black Widow – Play keep away with high Dodge and Skill players whilst the Hunters and Widowmaker take opponents down or off the field.
Deadlings – Crush your opponent through shear brute force and then pass to one of the up front bashers to score.
Desert Dogs – Clear space to manoeuvre with the two Dervishes, ideally shoving player who stray close to the edge off the pitch.
Divine Wind – Ebb and Flow. Draw the opponent to you and then use the large number of Tackle four players to win the war of attrition, whilst sending a few players into scoring positions before passing up the pitch for the goal.
Dwarves – Push them, hit them, kill them. The ball can wait.
Gnolls – This team can have a lot of speed and a lot of tackle. Shoving people into gang ups will help improve your odds of winning.
Gnomes – Contraptions hit hard, but break easily. Protect them as you use them to open the field, or bow in your opponents. Then use the dodging Gnomes to score.
Middle Kingdoms – The greater all-rounders. Pick your players to suit your strategy.
Night Elves – Keep it moving! Imps are fast, hard to tackle and agile. Use them to support your Hunters in taking out the opposition, secure the ball with a Striker and then use the Imps speed to score before your opponent can recover.
Pharaohs – This is a positional team. Little access to hard hitters, but lots of skill and all-rounders. Get you spread right across the pitch and you can move the ball very quickly.
Razorbacks – This is a team with no weak players. This is balanced with a lack of Skill. Teamwork is key to success, and it isn’t likely to be pretty.
Sarcos – You get to choose! Do you want to play the skilful dodging game or the bash happy game; or can you find the critical balance between the two? This team gives you the chance to find out.
Samhaino – More pace, but less punch than the Deadlings, this team still has an aggressive approach towards the game. Combine the Horror with the large amount of Tackle four access effectively and you have an almost instant reduction in opposition.
Siringit – This is a team of specialists. They can do ANYTHING. The challenge is finding the team that either matches your style of play or, for the forewarned, takes away your opponents optimum strategy.
Timberline Elves – Welcome to Shove City, Arizona. Dryads are up there with Dervishes for the best pusher award. They are very manoeuvrable owing to their high Dodge. They also have the variety of players to capitalise in the preferred style of the coach using them.
Valkyries – This team has enough skill to be effective with the ball, but specialises in pain. Four Hunters and an Ice Troll gives the possibility of opening a whole store of canned whoopass!
Orc – These are good at putting players down or out. Lots of Tackle with the Hobimps high dodge AND tackle giving them the opportunity to hit any nearby player and not necessarily have to shove anyone next to them first. However, with Might two they will need some support to take down most players.
Ratmen – I feel the need, the need for speed! These guys can really shift. This means they can move further and/or do more in an action. Be careful though as they are not good at taking a beating. Pushing your way to an open field of play, should give you room to use their speed to the optimum.
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- GalakStarscraper
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- sann0638
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Re: Tiers in Elfball
My Siringit - Tier 1
All other races - Tier 2![:wink:](./images/smilies/icon_wink.gif)
All other races - Tier 2
![:wink:](./images/smilies/icon_wink.gif)
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- Spiky
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Re: Tiers in Elfball
Regrettable but true - you seem to be the man to beat on the elfball pitch at the moment!sann0638 wrote:My Siringit - Tier 1
All other races - Tier 2
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- antipixi
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Re: Tiers in Elfball
Spiky - by pure coincidence, Sann0368 wouldn't happen to have been the only person you have played would he?Spiky wrote: Regrettable but true - you seem to be the man to beat on the elfball pitch at the moment!
![:P](./images/smilies/icon_razz.gif)
![:P](./images/smilies/icon_razz.gif)
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- sann0638
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Re: Tiers in Elfball
![:D](./images/smilies/icon_biggrin.gif)
One of two!
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Re: Tiers in Elfball
Even I have a 100% record vs sann ![;)](./images/smilies/icon_wink.gif)
Ill get back to your email though I have been a tad busy lol
![;)](./images/smilies/icon_wink.gif)
Ill get back to your email though I have been a tad busy lol
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- sann0638
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Re: Tiers in Elfball
Busy playing Cyanide BB! And you only beat me because my Tantor went for a glory-hunting disengage to score. Forgot that you can't reroll flops...
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- antipixi
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Re: Tiers in Elfball
School boy error! And therefore an even more glorious victory for browwnrob!sann0638 wrote:Busy playing Cyanide BB! And you only beat me because my Tantor went for a glory-hunting disengage to score. Forgot that you can't reroll flops...
![8)](./images/smilies/icon_cool.gif)
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- cyagen
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Re: Tiers in Elfball
Very helpfull antipixi.
Any difference between the 2 kinds of Dwarves?
I played a couple solo games and I find that the Gnolls are a good defensive team but got ball handing problems. So this team is more about exploiting the mistakes of your opponent.
What works well for them is to throw the ball downfield and then race after it.
Any difference between the 2 kinds of Dwarves?
I played a couple solo games and I find that the Gnolls are a good defensive team but got ball handing problems. So this team is more about exploiting the mistakes of your opponent.
What works well for them is to throw the ball downfield and then race after it.
Reason: ''
Kick off return was my idea :)
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
http://www.talkfantasyfootball.org/viewtopic.php?f=4&t=6355&p=174621#p174621
- antipixi
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Re: Tiers in Elfball
Black Rock are more veratile. The Centaurs add more speed and therefore more oprions; especially i shoving your opponent into the sidelines or the facing of 1 or more of your team. The Hobimps give you some high Dodge with reasonable Skill to keep the ball moving. However, these bonuses come at the cost of a little Skill and quite a lot of Grit. My experience of the game has lead me to believe that high Grit can be a real game winner, as not only does it keep players on the pitch, they also stand up much quicker (or at least can do more in the turn they stand up).cyagen wrote:Very helpfull antipixi.
Any difference between the 2 kinds of Dwarves?
I played a couple solo games and I find that the Gnolls are a good defensive team but got ball handing problems. So this team is more about exploiting the mistakes of your opponent.
What works well for them is to throw the ball downfield and then race after it.
Thunder Hammer are just a consistant and solid team. Dodge 1 is only really a problem if you need to disengage, as it is the same as Dodge 3 in 1 on 1 tackles in most cases. And with Might 4 you can shove an opponent away most of the time, so you don't have to disengage.
As an opponent, both teams worry me as most players need to make an Impact challenge before they can tackle them (except the Hobimps). As a coach, I'm not to interested as I like to be able to move the ball around more than they are likely to with Skill 3. I may, however, put together a Black Rock team one day.
Chris
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- Spiky
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Re: Tiers in Elfball
Well..... I have played against at least 4 opponents.antipixi wrote: Spiky - by pure coincidence, Sann0368 wouldn't happen to have been the only person you have played would he?![]()
I'm going to give dwarves a try next - be warned Sann!
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Re: Tiers in Elfball
Out of interest what's your win/loss ratio. Mine's quite good, but only because I keep playing people who have never played before. (I am sure that it'll take a nose dive now that my friends have a basic grasp of the rules!)Spiky wrote: Well..... I have played against at least 4 opponents.
I'm going to give dwarves a try next - be warned Sann!
And Dwarves! Sod Sann, I'm worried!:o Are you rethinking the Dogs for the tournament?
Chris
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