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Undead vs Elf teams
Posted: Thu Feb 27, 2003 6:28 pm
by Motorcycle
Yes I am wondering on general advice on playing vs Elf teams (all elves since my probs will be roughly the same).My current team is such:
Mummy with Block
Mummy with Stand Firm
Ghoul with Sure Feet (1 died got scared & used to get ball in back field)
Ghoul no increases
Wight with Leader/Accurate/Pass
Wight with Pro/Sure Feet/Sprint
Wight no increases
Zombie with Agil 3 & Guard
2 Zombies with Dirty Player
3 Skeletons no increases
4 Bought Rerolls (5 with Leader)
3 Fan Factor (everyother game I roll a 1

)
2 Asst. Coaches (players i killed then reanimated then retired)
I fixing to get my 4th Wight
The problem I see myself having is the darn agility of the elves & my lack therefore of. One of my opponets has an Elven thrower with Strong Arm so he likes to put a guy in endzone then Long bomb it.
Posted: Thu Feb 27, 2003 7:41 pm
by Tapek
The more elves you kill, the less you have to worry about scoring. Rape whoever gets in TD range. Make sure you get multiple tackle zones on any elf you can. The more dodge rolls they have to make, the more likely they are to roll that one.
Posted: Thu Feb 27, 2003 10:48 pm
by wesleytj
jeez man where's your tackle?! you've gone none on the whole team!!
that would make dealing with elves a LITTLE easier

Posted: Fri Feb 28, 2003 3:27 am
by Balrog
That's a very unusual set of skills there. The only thing you can do against Elves is bash them lots. Use you mummies well and the rest falls into place.
-Balrog
Posted: Fri Feb 28, 2003 4:40 am
by Motorcycle
so is my selection of skills wrong? they seemed to be what I needed for the league down here I'm in. i just noted I couldn't do alot of things & I kept rolling doubles on the increases
Posted: Fri Feb 28, 2003 5:49 am
by D'Arquebus
I could rubbish on for pages on this topic, so instead I'll try to keep it short and sweet.
First, get a skeleton with kick, then tackle (more on tackle later). Only put him on for defense. With kick put the ball close to the LoS in one of the wide zones. The elf then has to get the ball and move it quickly into the deep of your or his half to stop you sacking him. It may not work all the time but it forces more dice rolls (to be posibly failed) and more chance for you to get the ball on his drive by sacking him.
Second, get tackle on at LEAST 3-4 ghouls or wights (wights for preference as they can only get GEN). Use these guys to take down the Blodge Elf ball handlers and also to mark them in your own half. The latter will draw rerolls out of the elves and force more failed dodges. You may think the elves never seem to fail dodges, but as they say "the grass is always greener..." and the elf player will definitely try to avoid these players. Trust me on this I've been on both sides of that divide and it works a treat.
Hope this helps, knock 'em dead!
Posted: Fri Feb 28, 2003 7:15 am
by Zombie
You just go easy on sure feet and sprint. Those are two very average (sub-par even) skills. Your ghouls would fair better with block and your wight with sure feet and side step would be a lot better with dodge and side step. They're right, you also need more tackle. For the rest, your skill selection makes sense.
Also, 7 doubles and 1 AG increase in 13 rolls does look very suspect.
Re: Undead vs Elf teams
Posted: Fri Feb 28, 2003 8:56 am
by DoubleSkulls
Some really unusual skill choices.
- Mummy with Block - Good, Piling On ought to be next
- Mummy with Stand Firm - I'd have taken Frenzy, but SF is fine.
- Ghoul with Sure Feet - Block 1st.
- Wight with Leader/Accurate/Pass - 3 doubles and no dodge, guard or mighty blow?
- Wight with Pro/Sure Feet/Sprint - Guard

- Zombie with Agil 3 & Guard - Good choice
- 2 Zombies with Dirty Player -

Wights need tackle. They really ought to take either dodge or strength skills on doubles. Leader is a bit of waste when you've got a lot of TRR - I'd only take it in a team with a Big Guy.
All your remaining zombies & skeles should take Block 1st. Maybe give one of them kick instead.
Ghouls need block as they don't have regen, anything that stops them getting hurt is good.
Posted: Fri Feb 28, 2003 9:56 am
by Redfang
Tapek wrote:Rape whoever gets in TD range.

That is definitely a tactic I have never heard of!

Posted: Fri Feb 28, 2003 2:46 pm
by Mortalman
Leaving aside the odd skill choices, I'd still say you have a capable team that can do the business. I'd be tempted to kick if I got the choice in the first half, try to stop him scoring but try harder to mash up any elves you can get your mits on! If he does score and leaves you time, batter your way down field but be careful of dodge/leapers getting to your ball carrier before you can cage it. Only resort to throwing if you have limited time, or you think your opponent REALLY won't expect it. While the surprise value's worth something you have a high chance of turning over the ball and only a few eligible receivers, so the chances of it working are small. If you go 0-2 down at any point chuck it, because you need to equalise fast!
Posted: Fri Feb 28, 2003 4:17 pm
by Skummy
Posted: Sat Mar 01, 2003 8:55 pm
by Motorcycle
yup I rolled doubles lots on the increase. I had the opponet verify them at the time. 1 time the commissioner was there & I rolled 3 doubles in a row. he was surprised to say the least. It seems that the god Nuffle is making up for my always rolling a 1 or 2 on gate winnings & my losing FF every other game (even when all I have to do is roll a 2+). My wights got made into ball handlers cause my 1st game of Blood bowl ever 1 of my ghouls got killed so I got gunshy about using him. The 2 new wights however I plan to make into Hunter/Killers.
Btw way the main Elf player I'm worried about apparently got his player so good by taking advantage of newbies (beating them in 7-0 6-0 games) so everyone in my league even those who have given me flack for playing as cutthroat as I do have encouraged me to kill his entire team or barring that his main guys.