With Av 8, your team can sometimes afford to employ man-marking in defense, rather than dodging away all the time. Sometimes this player will have to advance towards the play, in which case I try to drop back another player. Catchers also make good sweepers I like to keep one deep in my own half on defense, should the opposition make a break for the endzone. Don’t waste team rerolls on GFIs unless your players can apply a tackle zone on the ball carrier, or better yet, blitz them. Safeties often start out wide, to avoid getting caught up in mid-pitch brawls, but close enough to the LoS so that they can advance into the opposition half to apply pressure. I find that using Catchers to pressure the ball retriever on defense is effective, especially those developed as safeties. You will often find that a team you force to worry about possession will be less concerned with mincing your team! In-game TacticsĪs with all Elves, the focus must be on the ball. A lack of Big Guys, no above-average strength or easy access to Guard can make mid- to high-level games incredibly difficult as you try to pick your way through a screen of Chaos Warriors, Sauri, Black Orcs or guarding Longbeards. Only 2 players with Block on the entire team and no Dodge to start with means that RRs will be in short supply most early matches. High Elves start off with a relatively small number of skills and suffer a bit at low levels, especially when defending.
The remainder of the team can rack up SPPs with relative ease thanks to AG 4 and they tend to survive longer than your average Woodie or Gutter Runner thanks to AV 8. With some experience under their belt, Lion Warriors can specialize into excellent blitzers or incredibly frustrating defenders. One could argue that HEs have some of the best average starting stats in the game. As they develop, they become more and more a fast-scoring team, typically scoring in two turns, though they can delay against teams that aren’t likely to cause a rash of casualties. In the early games, with few Catchers in the team, they will employ a mobile running game similar to the Dark Elves. With AV 8 on everyone except the Lion Warriors, and ST 3 catchers (4 players with Wardancer’s stats!) they can take more of a beating than Wood Elves while the 4 MA 8 players gives them an edge in speed and the long passing game over Dark Elves. The only real problem with High Elf teams is that they can be very picky about who, when, or where they play- who can forget the Galadrieth Gladiators refusing to play the Bright Crusaders because a) it was raining, b)the pitch was muddy, and c) the Crusaders' costumes were designed int he worst possible taste! Still, it's a miracle the High Elves play the game at all, so we must be thankful- High Elves find close proximity to others so galling.High Elves are arguably the best rounded elven team. Elf teams have many advantages when it comes to winning, and their fine players are the epitome of the more graceful side of the game. High Elf teams, of which there are now quite a few, even after the collapse of the NAF, are reknowned for their passing game. It didn't take them long, however, to realize that there is nothing to beat seeing your team wipe out the opposition and win a hard-fought Blood Bowl game !
They believed there was no more to Blood Bowl than two teams of uncivilized yobs pummeling each other senseless in a display of mindless violence. When Blood Bowl was first played, High Elves disdained the game.