Hi,
Below is my first draft for section 4 - I've just outlined the basic player types and want to focus on their use on the pitch as well as strengths and weaknesses. A lot of this is my own opinion and experience about best use, but I'd really like as much feedback and discussion as possible to help flesh this out further!
Later on I'll start working on the specialist positions that I have familiarity with, but will need help with tactics for things like the Impcrusher, Horror and Black Widow as I have no real experience of these
SECTION 4: UNDERSTANDING THE DIFFERENT PLAYER TYPES
Standard Player Types
The majority of Elfball teams are composed of the same basic player types. This makes learning the player stats very easy, as you know that the Midfielder on your team has exactly the same stats as a Midfielder on your opponent’s team, irrespective of the opposing player’s race.
Midfielder
This is the default Elfball position and the true jack of all trades. Their stat line makes them easy to overlook as they have no great strengths or weaknesses. In tournament play they don’t seem to be used much, although this could be due to the mindset coming from other Fantasy Football games where the strategy is to fill out your positional players as much as possible first. As such, they’re more commonly seen on the bench and can make a good substitute player once the positional players are injured. They can also be a good player for manning the Face-Off circle due to their flexibility.
Safety
The Safety has a similar profile to the Midfielder but substitutes SKILL for increased JOG. This player is a good candidate for manning the defender’s circle because his speed allows him to intercept most players before they’re able to get into scoring range. Teams with multiple Safeties can also use them as forward players to quickly threaten the ball carrier and as shove specialists as they get 4 shoves per turn.
Hunter
The Hunter is the attrition specialist, mainly because of their increased speed compared to the Defender which allows them to control more pitch area, and enables them to hit first against slower players. This player is also useful to tie up opponents as you need more successes to dodge away from them. If used for this purpose, always try to put facing on an opponent from their rear hexes, as having the opponent facing your player makes him very vulnerable to tackles.
Striker
These players are very mobile and fare best in open play, as they are difficult to take down without assistance. Their high SKILL attribite makes them capable ball handlers, and they also make good shove specialists due to their speed and mobility. Strikers are very effective when used as forward players, and even a 2 dice tackle on a ball carrier has a good chance of downing them. Be mindful of the low GRIT – if your opponent manages to injure them they’re likely to be out for the game. The same is true in crowed sections of the pitch where an opponent can get some assists to make a tackle. The Stiker can be a good choice of player for the face-off.
Thrower
At first glance, the thrower has a weaker stat line, as he has less MIGHT and DODGE than a Striker. The player is best used in your own half of the pitch, either to receive a back pass if you win the face-off before then firing the ball upfield in a later turn, or as a defensive player. He can be easily overlooked as a threat by your opponent, but his TACKLE 3 is still pretty reasonable, and the probability of making a 1 success Impact challenge against a MIGHT 3 opponent is 64%. The thrower is also a reasonable candidate to occupy the defender circle which can leave your opponent guessing which way your play is going if you win posession.
Defender
The Defender’s stats look impressive. The high MIGHT helps them generate momentum quickly with shoves before hitting with a crippling Tackle and they are rightly feared. These players can control a pitch area to keep opponents away, allowing your ball carrier room to move, especially when facing other Defenders and Monsters. The Defender is also surprisingly fragile due to their low DODGE attribute. They are particularly vulnerable if tackled from the rear. Because of both their use and fragility they are the players that need to be positioned with most care. Defenders can also be used to target higher MIGHT players as they get to roll 4 challenge dice in Impact challenges. The Defender might not be the best player to man the defender’s circle on setup due to their low speed, also the may not be best used in the face-off circle due to their low SKILL.
Other Player Types
Monsters
This is a general section dealing with Monsters, which are have MIGHT 5 or 6 and generally have high GRIT and high TACKLE attributes. Their stats vary slightly, so some will also need specific discussion. The use of these players is generally similar to the Defender, although Monsters are a lot harder for your opponent to deal with as the Impact challenge is much harder to reliably beat.
Monsters are not allowed to be placed in the Face-off circle and due to their low JOG are not ideal to man the defender’s circle either, as this can easily lave them out of the action. The Monster is ideal for pitch control and if deployed on one flank can effectively encourage your opponent to divert his play down the other. Monsters are also great attrition players, as shoving opponents with 5 or 6 dice can build heaps of momentum with minimal risk. You also need to be aware of the range of prone Monsters, as many of them can stand up for free due to the high GRIT. Never leave your Monster unsupported out of range of the rest of your team, as they can be an easy target if your opponent gangs up on them. While they generally have low SKILL, they still will automatically catch a successful pass, and can present a big problem for the opponent to deal with as a ball carrier. Bear in mind that once they have the ball, it’s difficult for them to get rid of it again!