Ravage wrote:Which team would lend themselves better to a true rookie like myself for league play, or should I consider another team entirely? Since it will be my first league I'd like to play a fairly simple-to-understand team that can play football - for my first league I'd like not to spend my whole time playing a "beats" team.
High Elves are not the easiest team to start with, but I don't think they are the hardest either. IMO AG 4 (which separates elves from the other teams) is maybe worth more to the newbie, who doesn't yet know what he should and should not be trying. High Elves are definitely preferable over Pro Elves though... AV 7 is gonna hurt!
Ravage wrote:Yeah I've noticed both elf teams are fairly expensive, but if I simply buy a team box of high elves and run 6 linemen, 2 lions, 1 phoenix, and 2 dragons, that would leave me with $120k to buy 2 rerolls and have 20k left over to either sit around, buy FF, whatever. Or should I alter the lineup some? I read somewhere that elf teams don't necessarily need a thrower early in the season?

Perhaps just due to their high AG across the board?
Since you are just starting out, I think it would be best to use some of your models "by proxy" .. i.e. as linemen. I am drawn to the following starting roster:
2 Dragon Warriors (blitzers)
9 Linemen
2 rerolls
FF 7
... though you only need that high FF if you are playing an extended series of league games. If you are just playing a one-off game, you might consider exchanging most of it for an Apothecary @ 50k.
Note that I suggest not starting with a Phoenix Warrior (thrower). This is a very deliberate strategy for elf teams. As Grumbledook touched upon, it is very easy for a Lineman to get a Completion and so 1 SPP. SPPs lead to skills. If you start with a thrower, he will inevitably do all the throwing, and so soak up all those SPPs, which would be of better use elsewhere on your team.
Ravage wrote:Grumbledook wrote:take kick early on a lineman, stripball is good early, you will need someone with tackle as well
can you explain taking kick? Quite honestly I don't see it as a very useful skill, but as I said above I'm a newbie so I very easily could just not see/understand something about the skill

Kick is a good skill and, though not necessarily the first I would pick, definitely one of the first. Kick allows you to get the kickoff pretty much exactly where you want it ... it
better that halves the D6 scatter distance. Just by having it at all, your opponent will be forced to set up in ways he would not have wanted to. By kicking the ball deep, your opponent will be forced to split his team in two. One group will retrieve the ball, and the other half will try to start his offense. (If the ball had landed short, he would have been able to commit his entire team to the offense).

You are then in position to overwhelm one of these groups and isolate the other. At the very least, it should mean that scoring will take a turn longer than usual. I have won games solely by the use of Kick ... my opponent has 2 or 3 turns left to equalise; I kick deep; his chances of moving the ball from one end of the pitch to the other in that short a space of time is limited.
I disagree with Grumbledook about the Strip Ball and Tackle though. I think of these skills as those to be used
against elves, rather than to be used by them. I find Strip Ball to be virtually useless. Last time I took it was on a Human Blitzer, who played 20 games without using it once! The Leap + Strip Ball combo is useful, but to use that you should get Leap first! I don't see where Tackle comes in, unless your league is set to have lots of Amazons and other Elves.

Dodge and Block will serve you better.
In terms of skill progression, I would be tempted by something along these lines:
Dragon Warrior > Dodge, then maybe Side Step or Leap (Dauntless, Jump Up or Guard on doubles).
Lineman > One with Kick, then mix between Block and Dodge (Guard or Leader on doubles).
Best of luck!
Joe
*This post may have been made without the use of a hat.