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bouncergriim

strategies

Couple of strategies I saw playing, not sure how they pan out.

To get the ball down field use tandem players moving two guys forward (pray they doesn't get tackled to easily) passing just between them as you go. Fast, but risky.

Set up two defenders by your oppenents stairs and as you start taking out other plyers by pushing them out of bounds or injuring them. These defenders lie in wait and then keep knocking out opponents as they are sent in fresh from the bench. Atrophy... Good dwarf tactic with all those "defenders".

Move a player downfield in jog distance of the goal, staying as far from opponents as possible and wait for a pass (elf playbook here, make sure you guy is far from the edge and has lots of dodge.)

Beginning play toss the ball back to a ball handler then start moving players up into opponents half and position a psuedo-cage to throw to or move a runner type into. In this style keep your ball handler back and have a strong defender/monster protecting him. Use the rest of your players to all four commited to breaking up the opposition.
bouncergriim

Still trying to get FF out of my brain for playing Elfball...

So I would appreciate input from others, but this is a summary of what I have gathered here so far.

1. Always plan with 2 or 3 players in mind, because you can move the same guy twice in a row.

2. Try to take advantage of hitting people from behind when possible to help on impact, tackle and shoves.

3. Never have the guy who just moved finish with the ball in hand, he will be unusable next turn.

4. try to set up positioning of players in advance of moving the ball there if at all possible, to make sure you have options to throw to, because one of them will probably get knocked down.

5. Atrophing the opponent is not as effective in Elfball as in that other game because of the replacement rule.


Here are some questions: Is there ever a wrong time to bring in a replacement for an injured or pushed out player aside from when you or your opponent could score the next turn?

What basic strategies do you use in a Test to get a goal?

Do you ussually leave a man back to guard the goal?

Has anyone tried the unorthodox strategy of only setting up one player so that player can take back to back turns and possibly score in 2 turns?

And any other advice you might have, like I said I am trying to wrap my mind around this game and purge old strategies of caging and the one turn score.
Dark Lord

bouncergriim wrote:
Is there ever a wrong time to bring in a replacement for an injured or pushed out player aside from when you or your opponent could score the next turn?


maybe when you could score on the turn?
Seriously, that's hard to say. I don't bring players in unless I am down to 3 or maybe 4 at the most...but it really depends on your team and your opponent. Some teams could get by with 3 players...some can't. With Deadlings I don't run into it often...but if I end up with all skill 1 on the field I have to bring in a Wereling or something stat!

bouncergriim wrote:
What basic strategies do you use in a Test to get a goal?


Around here the basic strategy so far has been to toss the ball back from the face off and jockey for position. Once the players are set up satisfactorily we start advancing the the ball.

bouncergriim wrote:
Do you ussually leave a man back to guard the goal?


Yes. I tend to keep a pair if possible (a hitter and a ball carrier) One thing about Elfball (at least around here) is that it's fluid. We don't seem to see the same situations repeated the way that other game's strategies do. Every game is unique...but yes, usually we have a goal tender.

bouncergriim wrote:
Has anyone tried the unorthodox strategy of only setting up one player so that player can take back to back turns and possibly score in 2 turns?


Is this possible? Haven't read the rules to see if the loophole exists...sounds beardy and if it does exist the loophole should be plugged.

bouncergriim wrote:
And any other advice you might have, like I said I am trying to wrap my mind around this game and purge old strategies of caging and the one turn score.


Caging is about as useful in Elfball as suntan lotion in Scotland. Think more along the lines of basketball or soccer. (or rugby!) Quick short passes, and a bump and run game.
The best advice I can give is to preform wasy tasks to build up momentum before challenge. EX: Use that ogre to shove a might 2 or 3 player before you tackle them. Then use that momentum to remove them from the pitch.

Also be aware of situations where you can maneuver to shove an opponent out of bounds. Tackling isn't always superior to shoving.

Likewise, I have had a few situations where keeping the ball made more sense than the obligatory dump off at the end of the turn.
Lines

Quote:
Do you ussually leave a man back to guard the goal?


Definately.
I tend to move the player in the guardian circle only in emergency cases. So if he´s needed in the center of the field or if he has to prevent a ball carrier from scoring.

With Deadlings I place a Deadwood in the guardian circle and move him into the goal circle when there´s no other other chance to stop my opponent from scoring.
Usually he stays there long enough (before beeing ejected by the ref) to get some other players down there.
GrumpyGrizzly

Quote:
Do you ussually leave a man back to guard the goal?


I tend to play Black Widows and Valkyries, which are two reasonable speed teams. I like to put either a thrower or a hunter back there (depending on how I think the face off will go) and shift them up about 3-5 hexes over the course of play, depending on the scrum.

But if I play a faster team than mine (kobolds come to mine), I like to use a midfielder back there and keep her there until the cows come home.

This all depends on your style of play and aggression level. My wife has a "It's all or nothing approach" and the goal square is just a starting square to her where she sticks someone for the third attack wave. But then again her motto is "Defense is best attained when all your opponents are down in their own half of the pitch"
Tarota

Dark Lord wrote:
bouncergriim wrote:
Has anyone tried the unorthodox strategy of only setting up one player so that player can take back to back turns and possibly score in 2 turns?


Is this possible? Haven't read the rules to see if the loophole exists...sounds beardy and if it does exist the loophole should be plugged.


Just went through the rules, and it looks legal to me. Not sure it'd be a great idea (only one player gets experience, and if anything goes wrong you are SOL), but I suppose that's why it's an unorthodox strategy :).

Is there some reason to keep the rule that a singleton player can act every turn? With the replacement rule added, it should be an extremely rare event in regular play, and it would keep counter-intuitive strategies like this from working as well. Streamlines the rules, even, by removing a special case. Seems like a win-win to me.
Dark Lord

Well this strategy would depend on the tackling opponent being unsuccessful. So that is something. ANd like you say, if it was a miracle OTS then only one player gets 1 goal point so big whup.

Probably not a big deal but I applaud bouncergriim for trying to poke holes in the rules.
bouncergriim

My thoughts on this was if you were playing to 3 points and were down by 2 might as well try something risky to even things out a little more. And either it will work spectacularly or the test will be over soon enough by your opponent..
Dark Lord

Oh see, our league goes that you win by 2 or first to three so I wasn't even thinking of it like that.

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