As others have said. the play is to grab the ball (when receiving), and fleeing to 2-3 squares off your own endzone line. When you decide it is time, you have a 'go' turn, where you blitz a hole through the other team and get as many players through as you can. They screen the ball carrier and as you are elves you can win the foot race to the TD line and score.
The variables are if the other team hold the middle of the pitch, or push forwards to pressure you, if they hold the middle, then turn 3 you advance a bit, turn 4 you step up hard, and turn 5 is the 'go' turn. If they pressure you, then your 'go' turn is likely turn 3 instead.
As you can use multiple rerolls in a turn now, it is far safer to bank it all on this 'go' turn working.
The logic behind this play is that as an ag team, you can score at will, the trick is scoring late in the drive (ideally turn 8) to stop the other team scoring back on you. Also to minimise the number of hits you take, you dont want to get marked up and punched, you will die if you try and square up agaisnt an orc or dwarf team.
This tactic allows you to take far far fewer hits over the course of the drive and lets you stall more effectively.