How about...
4 x Blitzers (Tackle)(Leap)
1 x Runner (Nerves of Steal)
1 x Assasin (Multiple Block)
1 x Witch Elf (Wrestle or Tackle)
5 x Lineman (Kick)
3 x Re-Roll
1 x Cheerleader
1 x Assistant Coach
1200 on the nose.
My thoughts on the above...
I'm not a fan of the WE player. You have to be very careful as to where and when you use her to hit players on the pitch, lest you be drawn out of position if the block dice don't fall kindly. I tend to use mine as a defensive player, if I use her at all, as she has the speed to keep up with receivers and you often will get two chances to knock them down with Frenzy.
Kick is always the first skill I choose for a Lineman - being able to place that ball deep in the opposition territory is gold, regardless of how fast the opposition are, forcing a player to fall back and collect it can delays their plans for a turn.
Nerves of Steel and Multiple Block on the Runner and Assassin are obvious and a in our latest league at our club, my Leaping Blitzer was probably my best player for his ability to get into small holes, break up and or stall a cage and is even a threat to those coaches who make the mistake of not picking up a loose ball when they get a chance.
Finally, I prefer Tackle over Strip Ball as against any player with Sure Hands, which includes most ball-handlers for Dwarfs, Human, Khemri, Orc and Skaven (all fairly common tournament teams) and that's before you factor in anyone who has chosen it as an additional skill.
My $0.02
