In addition to this, my skill ups are slowing down significantly as my team reaches the classic level2/3 SPP plateau.
Roster as stands:
Level 2 Ogre: Guard
Level 1 Blitzer
Level 3 Blitzer: Guard, Dodge
2x Level 2 Blitzers, both with guard.
Level 3 Thrower: Block, Tackle
Level 3 Thrower: Strong arm, guard
Level 2 Lineman: Kick, -1AV
Level 2 Lineman: S4
4x Level 1 linemen.
3 rerolls, apothecary.
The blitzers are the heart of this team, though the experience of the throwers, and particularly the S4 linemen have been pleasantly surprising.
The way I like to play the game involves a low risk, running style with competent defending across the whole pitch. Additionally, the high number of agility teams prevalent in the crunch cup has ensured the need to cover the whole field with disciplined defending, until making them commit to one side or the other. As such, the thrower with block and tackle normally guards one sideline edge, and the S4 lineman now covers the other, both bringing some moderate defensive ability making things harder for elves to blitz the edge and break up the sideline. The s4 lineman made an excellent impromptu ball carrier in my last game, being hard to bring down, and a surprising target, since he's pretty slow, giving him the ball is often unexpected.
As discussed before, the blitzers are the strength of the squad, and the final one to skill up will also get guard. Further skill ups will depend on dice rolls (+MV, +S or +AG would all be very difficult to turn down, as would dodge on a double), but the plan was always to put the team first, and make this a flexible squad. For this reason, the next skill I'm looking at for blitzers is grab.
There appears to be an increasing amount of flithy sidesteppers in the league, and grab will cancel that out. It will also give me a significant advantage both on offence and defence, allowing me to start chain pushes, and generally allowing me to control the pitch even more than I already do with my guard. Although eventually I want all of the blitzers to have guard, it's becoming increasingly difficult to look beyond mighty blow as a skill choice, and so I may split the four blitzers 2 and 2 grab: MB, with each getting the one they didn't pick up previously as they progress. Other teams are starting to get nasty and hit harder, and my slightly more passive style of play is suffering as a result. I think I may need some more violent threats on the team. Further skills for the blitzers will be stand firm to really control the pitch, and tackle to help with hitting stupid dodgy elves and limit their mobility.
The ogre's next skills really pick themselves, with grab and stand firm the obvious choices.
The S4 lineman is a real asset, and definitely needs block asap.
The main ball carrier thrower (block, tackle) probably doesn't really need much more than what he has currently. Fend may be another good choice, and frenzy might be a good one to have defensively, as it's always good to have as a threat, and I don't want to give it to the blitzers. His skills will very much depend on how the team is performing and what else it needs.
The other thrower (strong arm, guard) is perfectly poised to provide me an alternative weapon in dire circumstances. Next skill will be block, to hold onto the ball, but after that, accurate and safe throw would give him the skill to really provide an outlet for surprise play.
The rest of the linemen really will probably get what the team needs. A mix of block, wrestle and tackle to help stem the elven tide, with at least one being developed into a ball extractor (wrestle, tackle, strip ball). Doubles here will almost certainly end up as guard.