Had a good couple of games last night to kick the league off!
Valkyries v.s Desert Dogs
Ratmen v.s. Pharaohs
A couple of things happened which were interesting:
1) We didn't get playing until nearly 8PM, so after the first tests (both drawn so took just over an hour) - we decided at this point to play for the best of 2 tests to start off with. This will probably affect both experience, and it may mean that our current points cap might be too high, so we'll keep an eye on these and adjust if necessary.
The cap I think will mean that we;ll need to focus more on scoring, as you have plenty of players and support to deal with any attrition.
2) The 180 Point cap did seem very 'roomy' compared to our experience of using 150 point rosters, although I expect the pressure will come on in later games when players start gaining abilities.
3) Being shoved out of play seems a lot less scary (unless your player was holding the ball) as they're just out for the test.
4) Kegs are MUCH improved in League play when compared to tournaments. They're refreshed each test (unlike potions) and there are a lot more dice rolls that you can use them on.
5) Sann had 4 cheerleaders rostered, and with the cheerleader refresh cards it seemed he had momentum to hand whenever he needed it. They also refresh each test so are a great investment for league matches.
6) I
brutalised Sann's team especially during the 2nd test - with the league system it simply means he replaces any of the injured players so his next game is not played at a handicap. This IMO is one of the best parts of the Elfball league rules. I guess an Elfball starting team is like playing with a squad of Journeyman positional players in Bloodbowl, but without loner
Final scores were 1-0 to the Ratmen and a closely fought 0-0 for me and Sann. I'm fairly happy with my defensive strategies but I
really need to work on how to plan for scoring before the cards run out