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__**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. Although some player types are more specialised, they can all perform key tasks in a pinch, as no player has any attribute of less than 2, which translates as a roughly 64% chance of getting at least 1 success in a challange against a 14% chance of flopping. **

**Midfielder**

 * **JOG** || **MIGHT** || **TACKLE** || **DODGE** || **SKILL** || **GRIT** ||
 * = 6 ||= 3 ||= 3 ||= 3 ||= 3 ||= 3 ||


 * This is the default Elfball position and the true jack of all trades. Their stat line makes them somewhat easy to overlook as they have no great strengths or weaknesses, but don't be fooled - the Midfielder can still achieve most of what any other positional can do, albeit with a greater risk - 3 dice in challenges is good, but not great!. **
 * In current tournament play they don’t seem to be used much, although this could be because of the predjudice of players coming from Bloodbowl, where linemen are usually inferior to other positional players. **
 * Midfielders make a great substitute player as they can perform a variety of roles, so can be regularly seen on the bench. They are also commonly used in the face-off too, as they're capable of ball handling as well as shoving/tackling. As an all-round player they offer fantastic flexibility when fielded, and allow you to take advantage of unexpected situations. Playing a Midfielder in the Guardian circle could also be a good use for them. **

**Safety**

 * **JOG** || **MIGHT** || **TACKLE** || **DODGE** || **SKILL** || **GRIT** ||
 * = 7 ||= 3 ||= 3 ||= 3 ||= 2 ||= 3 ||


 * The Safety has a similar profile to the Midfielder but substitutes Skill for increased speed. Teams with multiple Safeties can also use them as forward players intercept the ball carrier and as shove specialists as they get 4 shoves per turn. Due to his speed, he'd be useful in either Rover circles as he's able to easily reach and help out in the centre of the pitch, while the Safety would also make a reasonable player to place in the **Guardian ** circle **to intercept most players before they’re able to get into scoring range** . **
 * Their high JOG also makes them great at getting to, and collecting scattered balls, especially in the opponent's half where a failure doesn't matter so much - because of this it's common to see safeties scoring, which is suprising given their low SKILL **

**Hunter**

 * **JOG** || **MIGHT** || **TACKLE** || **DODGE** || **SKILL** || **GRIT** ||
 * = 6 ||= 3 ||= 4 ||= 3 ||= 2 ||= 3 ||


 * The Hunter has increased speed compared to the Defender which allows them to control more pitch area, and potentially strike the opposing ball carrier. Their average MIGHT and DODGE mean they can't as easily or safely build momentum before hitting with a tacke so this needs to be taken into account if using them in an attrition role. **
 * The Hunter is also useful to tie up mobile opponents as you need 1 more success 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. A Hunter can also be a good choice for placing in the **Guardian** circle, as he'll be able to intercept most players before they get into scoring range. Be aware of the risks involved when collecting the ball with a Hunter, especially if you're close to your goal hex and you have enemy players nearby! **

**Striker**

 * **JOG** || **MIGHT** || **TACKLE** || **DODGE** || **SKILL** || **GRIT** ||
 * = 6 ||= 3 ||= 2 ||= 4 ||= 4 ||= 2 ||

Strikers should try and avoid crowded areas of the pitch if possible, as an opponent can easily shove the Striker into another player's facing for some assists before making a tackle. In the advanced rules, a Stiker can be a good choice of player for the face-off with their average MIGHT and good SKILL - if they lose then they have decent DODGE to help weather any attack.
 * These players are very mobile and fare best in open play, as they are difficult to take down without assistance. Their high skill 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 their low grit – if your opponent injures them they’re likely to be out for the game, and they lose a lot of pace even if just placed down. **** If the Striker gets Dazed through either an injury challenge or a flopped disengage, 1 opponent player facing them will be enough to prevent them regaining their feet again. **

**Thrower**

 * **JOG** || **MIGHT** || **TACKLE** || **DODGE** || **SKILL** || **GRIT** ||
 * = 6 ||= 2 ||= 3 ||= 3 ||= 4 ||= 3 ||


 * At first glance, the thrower has a weaker stat line, as he has less Might and Dodge than a Striker. 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 about 64%. The thrower is also a reasonable candidate to occupy the **Guardian** circle ****, 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 last ditch defensive player. Having a Skill 4 player back also helps discourage scoring plays where the opponent passes the ball to an empty hex ahead of them as any loose ball can be easily collected. **

**Defender**

 * **JOG** || **MIGHT** || **TACKLE** || **DODGE** || **SKILL** || **GRIT** ||
 * = 5 ||= 4 ||= 4 ||= 2 ||= 2 ||= 4 ||

The Defender’s stats are impressive. The high MIGHT helps them generate momentum very quickly with shoves before hitting with a crippling Tackle. These players can control a pitch area, especially against other Defenders and Monsters. Given how mighty they are, they can also be surprisingly fragile at times due to their low DODGE attribute - in all cases Tackle challenges against them will only require 1 success. They are especially vulnerable to Impact challenges if tackled from the rear so positioning these players is particularly important. 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 Guardian circle on setup due to their low speed and poor SKILL, however in the advanced face-off rules they could be good to man the face-off circle depending on opposing team composition.

__Non-Standard Player Types__
Elfball also hosts a wide variety of other player types specific to 1 or more teams - for details of these please see the relevent team playbooks

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