Blood Bowl 2 Guide

Dark Elf Playbook for Blood Bowl 2

Dark Elf Playbook

Overview

Everything you need to know about playing Dark Elves in Blood Bowl II.

Preamble

‘Evil beyond belief, skilled without doubt, the Dark Elves take to the pitch to show the world their superiority. Dark Elf teams prefer a malevolent and spiteful running game over the passing of their goodly cousins. Backed up by the ruthless Witch Elves and dangerous assassins, a Dark Elf team has all the tools to power through rather than around any opposition line.’

Greetings. As a coach having played through various iterations of Blood Bowl over years (I’ve never had the fortune of playing table-top though, not being old enough and living in a part of the world where table-top gaming isn’t a big thing), I’ve always mained Dark Elves.

A combination of good balance in the team gives you a lot of potential to take Dark Elves to great heights. They combine surgical strikes with the typical elf propensity for AG4 fun times.

This guide is intended to help newer coaches set up and play their Dark Elves teams, though hopefully more experienced coaches can find a few pointers here as well. Please note that I’m only covering tactics versus the 8 (plus 2 as DLC) teams currently in Blood Bowl II, simply because I’m can’t be bothered.

I’ll be updating this guide with screenshots/pictures once I get round to it (I’m lazy), so consider this (for the moment) a rough, text-only guide.

Why Dark Elves?

So, you’ve just loaded up Blood Bowl for the first time and are deciding on a team to pick. Why Dark Elves?

Advantages;

  • Sick aesthetics
    • Blitzers look wicked and Witch Elves are hot as hell. Plus have you seen their kick-off/knock-down animations?
  • Great statline
    • Like all other elvish teams, you have AG4 across the board. Also having ST3 on every player makes Dark Elves incredible at board control and gives you hitting power where you want it, when you need it. AV8 on most players gives you some staying power and lets you hold your ground where necessary.
  • Agility access
    • All Dark Elves and their mothers get Agility access. What this means is the ubiquitous Block/Dodge combo for everyone!
  • 4 Blitzers
    • Blitzers are widely considered to be the best all-around players in Blood Bowl. Dark Elf Blitzers have AG4. You can field 4 of them, compared to 2 for the other Elf teams. Is there anything more that needs to be said?
  • Great at defence
    • Most elvish teams don’t have problems scoring. Where they struggle is in preventing touchdowns. WIth Dark Elves, you trade some of your offensive potency for more proficiency in defence. You can apply pressure on the ball better than any other team in the game.
  • Strong at all TV’s
    • Unless you’re starting out with 11 linemen (and it can be done), you will always have Dodge (on Witch Elves) or Block (on your Blitzers) starting out. Couple of games later you’ll have a bunch of Blodge players that are going to be a pain to knock down for any team. What’s more, with AG4 on all players, ball-handling skills are not a priority, though still useful. The caveat? There isn’t any. Dark Elves only get better with development, instead of falling off at higher TV’s like Dwarves.
  • Balanced team development
    • This is another trait shared by the elves in Blood Bowl and tied to their statline. Every Dark Elf on the field is a scoring threat. Is your ball-carrier locked down? No problem. Blitz a few tackle zones free, chuck it to a lineman, and run it in for the touchdown. It’s always better to have a team of 11 Level 2’s rather than one with a Level 6 and rest rookies.
  • Jack of all trades..
    • Forget Humans. Dark Elves are the real team that can do everything. You can pass, run, dodge and even brawl when needed.

Disadvantages;

  • ..master of none
    • Let’s face it. You’re going to be out-bashed by stronger teams, outrun by faster teams, and the other Elf teams have a better passing game due to your lack of dedicated positionals. What this means is you need to adapt and dictate the terms of engagement. Bash against weaker teams, and play Elf-ball against stronger ones. This is the key to success with Dark Elves.
  • Average speed
    • For all the talk about how bashy Dark Elves are compared to the other Elf teams, don’t forget you’re still an Elf team. For a race that depends so much on running away from fights, you’re not exactly the best at keeping out of arm’s reach due to mediocre movement allowance.
  • No Strength access anywhere
    • Guard is one of the best standalone skills in game. Unfortunately, you can’t get it with any certainty because no Dark Elf has default Strength access. Learn to prize your Guard Linemen.
  • Expensive players
    • Elves are expensive, and Dark Elves are no exception to this rule. A basic lineman will set you back 70k, and he’s the cheapest player on your roster. You may be well-armoured for elves, but still only have AV8 at best, so be prepared to replace players frequently.
  • Difficult playstyle
    • As Dark Elves, the safest play is often to run a semi-bash tactic, moving the ball up the field in a loose and mobile cage. Passing is possible, but risky, and should not be employed unless as a last resort. This is arguably harder to master than outright bash/passing teams.

Linemen

Nice helmet, bro.

Starting stats & skills

  • ST3
  • AG4
  • AV8
  • MA6

Every team needs cannon fodder. The unsung heroes of the Dark Elves, yours are slightly more expensive than the cookie-cutter Human lineman, but that’s because you get an extra point in Agility and skill access in the same. A good trade, in my opinion.

Development

Skill progression is listed in order, going from top to bottom

Kicker

  • Kick
  • Dodge/Block
  • Block/Dodge
  • Sidestep
  • Fend

As elves, you can really get full use out of the Kick skill, so you should definitely skill one up this way. You don’t need two though. It’s up to you whether you want Block or Dodge first (I prefer Dodge), but get the other whenever you can. Getting one on your team is definitely a priority.

Scrimmage duty

  • Dodge/Block
  • Block/Dodge
  • Fend
  • Sidestep
  • Tackle

These guys only have one job; getting their faces pounded in and (hopefully) living to tell the tale. You only need 3 of these guys (it almost never pays to put more than 3 on the line when kicking as Dark Elves), and chances are you won’t see them live to develop more than Block/Dodge. If they did, though, their chances get a whole lot better.

Safety

  • Dodge/Wrestle
  • Wrestle/Dodge
  • Tackle
  • Strip Ball
  • Jump Up

Ball-hawks, their role is to lurk behind the lines trying to pop the ball loose. Dodge doesn’t really give them any additional hitting power per se, but lets them get to places where they’re needed and affords them some protection when they inevitably get hit. Otherwise, it’s all about taking down the ball-carrier.

Scumbag

  • Dirty Player
  • Dodge/Block
  • Block/Dodge
  • Fend
  • Sidestep

Your standard face-stomping lineman. I don’t really recommend getting one though, since Dark Elves tend to have shallow (or no) benches, and the risk of getting sent off is often not worth it unless it’s a really valuable player that’s critical to your opponent’s chances of winning. I’d advise going for Dodge before Block on this particular lineman, since you’re probably going to use someone else to knock the poor guy over before grinding his face into the turf with this guy.

Summary

Regarding stat-ups, I don’t think any of them are worth the TV bloat. Doubles, though, are a different matter entirely. Linemen with Guard are (rightly) highly prized.

Just don’t get too attached to your linemen. They’re almost always the first to die in droves since you’ll be using them instead of your more valuable players to exert tackle zones, base dangerous opposition players, and just generally soak up the punches.

Blitzers

Look, Batman!

Starting stats & skills

  • ST3
  • AG4
  • AV8
  • MA7
  • Block

The undoubted stars of your team, they’ll be the ones carrying the ball and smashing faces. Starting out, they’re the only ones with Block so you want to hit stuff with them where possible. AG4 with Block means you want them to be carrying the ball too, since they can dodge out if needed and it’s harder to knock the ball loose from them. With so many tasks they have to perform, it’s a good thing you can field 4 of them.

Development

Utility Blitzer

  • Dodge
  • Sidestep
  • Tackle
  • Diving Tackle
  • Jump Up

The Block/Dodge/Sidestep combo is infuriatingly annoying to play against, and in keeping with the theme, Tackle/Diving Tackle/Jump Up lets your Blitzer be the glue that sticks to their ball carrier.

Leap Blitzer

  • Dodge
  • Leap
  • Tackle
  • Strip Ball
  • Sidestep/Jump Up

This is your poor man’s Wardancer with AV8. His primary use will be cage-busting to knock the ball loose so you can return it for a touchdown.

Summary

I would think the general theme is pretty obvious here. Always go for Dodge at first level to complete the Blodge set, before specialising. I generally build 2 of each, or 3 utility Blitzers and just 1 specifically for Leap shenanigans.

As for stat increases, both AG and ST are fine. AG turns your Blitzer into your primary ball-carrier, while ST transforms him into a ST4/AG4 monster. MA and AV are, in my opinion, generally not worth the TV bloat, though your mileage may vary.

Doubles, I would go for Mighty Blow. Guard is useful as well, but it’s more of a support skill and you want your Blitzers to be hitting stuff (Guard is useless in this situation) instead of providing assists.

Witch Elves

Hot pants and knee-highs. Mm.

Starting stats & skills

  • ST3
  • AG4
  • AV7
  • MA7
  • Dodge
  • Frenzy
  • Jump Up

The most glamorous players on your team, they’re the undisputed champions of the sideline. Frenzy lets them pull off crowd surfs on hapless players.

Development

Surf Queen

  • Block
  • Sidestep
  • Tackle
  • Leap
  • Diving Tackle

Once again, Block first to complete the venerated set. Some people prefer Wrestle, but Block synergises better with Sidestep. Sure, Wrestle goes better with Jump Up, but Jump Up is always useful regardless of whether you have Wrestle or not. Sidestep next to prevent counter-surfs (Frenzy means that your Witch Elf is always going to be next to the sideline when you surf someone. Overall, use these ladies as a deterrent to lock down the flanks, knocking unsuspecting players into the crowd when their coach gets careless.

Summary

ST gain is amazing, AG still useful but not so much. Once again, I feel AV or MA increases aren’t worth the TV, but some coaches do like taking AV to offset the effects of natural AV7. Doubles would probably see you picking Mighty Blow which works pretty well with Frenzy.

Runners

Ready, set, go!

Starting stats & skills

  • ST3
  • AG4
  • AV7
  • MA7
  • Dump Off

Frankly speaking, I’m not a fan of Runners on a Dark Elf team. They don’t offer a speed advantage over your Blitzers or Witch Elves, and Dump Off is a skill that sounds good on paper but doesn’t work out so well in reality. Dump Off only works when your Runner gets hit, and if you’re letting your Ball Carrier get hit..you’re doing it wrong, son. The other problem is that you have to choose whether or not to use Dump Off before your opponent rolls block dice. This means that you’re risking 2 rolls of varying difficulty (depending on how many tackle zones your Runner and his intended target is in) gambling on the chance that your Runner will get knocked down. AV7 means you don’t want to expose your Runner deliberately just so you can Dump Off either. That being said, I’ve seen some good coaches make Runners work; they’re probably just not my style.

Development

Ersatz Quarterback

  • Leader
  • Pass
  • Sure Hands/Safe Throw
  • Accurate
  • Nerves of Steel

Dark Elves lack a Thrower. Why not make your Runner one? This opens up some options and makes the opposing coach think twice when you have a legitimate passing threat on the field. Still, he’ll never be as good as the other elvish throwers since he doesn’t start with Pass. It’s a toss-up between Sure Hands and Safe Throw; pick whichever one suits your fancy.

Option Runner

  • Leader
  • Nerves of Steel
  • Pass
  • Wrestle
  • Accurate

If you’re itching to do all of the fancy stuff that Dark Elves do in the Cyanide trailers, tossing the ball around nonchalantly in a crowd of players, this is the build for you. Nerves of Steel first lets you utilise Dump Off effectively by ignoring tackle zones (you’ll always be in at least one tackle zone when you get hit, doh).

Summary

The Runner is probably the most useful for his default passing access, since it means you can get Leader and cut one re-roll, saving you some TV. Otherwise, anything he can do, Bltizers can do better. It’s true that Blitzers can’t pass, but playing as Dark Elves you don’t want to default to passing if you can help it since you don’t have specialised positionals for it.

AV7 means you probably don’t want him to be in the middle of fights, so ST4 is of questionable use. You don’t really need him to stay standing either if you want to use Dump Off. AG up is good though, since if you buy a Runner, chances are he’s going to be your primary ball-carrier. Like always, AV and MA increases are a waste of TV. Strong Arm is probably your best choice on doubles if you’re building a faux thrower.

Assassins

Wow, Ezio!

Starting stats & skills

  • ST3
  • AG4
  • AV7
  • MA6
  • Stab
  • Shadowing

Assassins are a classic noob trap. They look cool and have two awesome skills (on paper). What’s there not to like? It doesn’t begin to look so rosy when you examine how Stab works. Stab is in essence a free ‘block’ at an opposing player, with the Assassin rolling for Armour Break straight. Against a standard AV8 player, Stab has a 28% chance of working. That’s not very good is it? The odds only get worse as AV increases, and unlike blocking actions, if a Stab fails, your very expensive AV7 player is going to be left standing next to an angry Orc. Not to mention that even successful Stabs don’t net your Assassin any SPP’s, so it’s going to be a long and painful process leveling him up.

Looking at Shadowing next, it’s certainly a good skill, just not on a player that has MA6. What this means is that you’re not going to be able to catch faster players, while most slower players simply aren’t going to bother dodging away from you and just break your nose instead.

All in all, a very mediocre selection on your roster that isn’t worth his TV when playing seriously.

Development

Dual Wield

  • Multiple Block
  • Dodge
  • Block
  • Sidestep
  • Tackle

Multiple Block with Stab is an interesting gimmick, giving you 2 free Armour Break rolls a turn (if you’re standing adjacent to 2 players. If you don’t roll doubles on your first (or second) level up, cut him from the roster and get a new one. Block/Dodge/Sidestep protects your Assassin (since he’s very likely to be targetted) and lets you keep him next to victims. Tackle helps when you actually need to do a normal block with him instead of stabbing.

Summary

Dependence on a piece that has to roll doubles on a skill to be useful isn’t anything good. Assassins are very much a one-trick pony, and that trick isn’t even particularly good in the first place. Probably the best use of Stab is to dispatch low AV, high value targets like Wood Elf Wardancers or Skaven Gutter Runners, but the problem is catching them in the first place with your relatively bad MA6.

Multiple Block is a must-have on doubles. I can’t really think of how to justify the TV cost of either a AG or AV increase, though extra ST might be useful to deter blocks on him, and this is one of the few instances where MA ups are useful since it augments Shadowing quite nicely.

Starting Rosters

Gold in your pocket is always nice. Now, what to spend it on?

Recommended team

  • 4 Blitzers
    • Your Blitzers will be doing the majority of the heavy lifting, so it makes sense to get all 4 of them on the pitch as soon as possible
  • 7 Linemen
    • Frankly, they’re just here as fodder and to make up the numbers.
  • 2 Re-rolls
    • 2 is the bare minimum for any serious team, and always useful for when you fail dodges/pick-ups (it happens even with elves) or, heaven forbid, you roll double skulls.

The first buy should be an Apothecary, followed by an extra re-roll (depending on how good you are as a player) before you start saving up for those tasty Witch Elves. You could always swap out a Lineman for a Runner, though I’m not a big fan of Runners and I tend to go for the Lineman instead.

Witch Elf build

  • 1 Witch Elf
    • She comes with Dodge, which is useful, but Frenzy can sometimes get you into trouble if you don’t pay enough attention.
  • 3 Blitzers
    • Same as above, Blitzers are your workhorses and having Block from the get-go reduces chances of a turnover.
  • 7 Linemen
    • Consider them your sacrifice to Nuffle. May they sate his hunger so your Blitzers/Witch Elves are kept safe.
  • 2 Re-rolls
    • You always want to have these.

A slight variation from the above, you lose one Block piece in exchange for one with Dodge and Frenzy. It comes down to personal preference, really (I prefer the other one), but keep in mind Witch Elves can be slightly trickier to handle. As always, first buy should be an Apothecary, then a re-roll if you want another, before getting your remaining Blitzer/Witch Elf (in whichever order you decide; both are fine).

Of course, you could go for all sorts of wacky builds (like 11 Linemen and 4 re-rolls, which I don’t recommend unless you’re a really experienced player), but these are ones I find are easiest to start with.

Long Term Strategy

You’ve got your team set up and ready to go. What next?

  • An Apothecary should always be your first buy
  • Depending on how confident you are in your skills as a player, you can stick with 2 re-rolls or buy an extra once you have an Apothecary
    • I usually get 3 re-rolls when my team is still in its infancy, then cut 1 for 2 re-rolls once I have a healthy amount of Block/Dodge
  • Keep your roster lean
    • You shouldn’t ever need more than 12 players. Dark Elves are expensive so your bench adds more to TV than other teams. A good team to aim for end-game would be;
      • 4 Blitzers
      • 2 Witch Elves
      • 5 Linemen
      • 2 Re-rolls
    • Don’t buy coaches/cheerleaders/fan factor. Coaches and cheerleaders are unreliable and add to your TV, while fan factor can be gained naturally by winning matches anyway.
  • Keep your players alive, but remember that your linemen are somewhat disposable
    • Try to give up as few blocks as possible (less blocks on your players equate to lower chance of injury)
    • Blitzers and Witch Elves get first dibs on your Apothecary
    • Linemen are not worth a try; just fire them when they get a permanent injury and hire a new one. Elf Linemen level up so quickly it should take you at most two games to get a decent guy again.
  • When you can buy inducements, always buy a Wizard if you can afford (and need) one. It’s essentially a free knockdown (at 85% which is pretty good odds; Fireball is almost always useless) with no risk attached. Bloodweiser Babes come a distant second in terms of usefulness.

General Tactics

The Dummies’ guide to Dark Elves.

Blood Bowl 101

  • The following (in order) applies to all teams, not just Dark Elves.
    • Stand free players up and move them
    • Move free players
    • Secure the ball
    • Use your Blitz safely and intelligently
    • Do 2 die blocks with Block
    • Hit 2 die blocks without Block
    • Dodge players free out of tackle zones
    • Dodge players into tackle zones
    • Do 1 die blocks only when absolutely necessary
  • Keep track of whether or not you have already used your re-roll for the turn. If you haven’t, you can risk critical dodges/GFI’s.

Float like a butterfly..

  • You’re elvish. Resist the temptation of AV8 to get yourself stuck in situations where you’re forced to duke it out.

..sting like a bee

  • All players have ST3 and AG4 with most having AV8. This means you can move pieces across the board to overwhelm pockets of resistance. Dark Elves excel at short, vicious fights and suffer in long, protracted battles of attrition.

Play the ball, not the man

  • Your focus should always be on the ball. You only have one Blitz a turn. Use it intelligently. If you have to man-mark, do it because it forces your opponent into more dangerous rolls and accords you an advantage/him a disadvantage

Defence wins you championships

  • I almost always choose to kick when I win the toss. Exceptions are few but include situations where I want to go for a quick score (to get that Deathroller off the pitch, for example)
    • Kicking applies psychological pressure on the other coach. Most players don’t expect you to kick, and experienced ones know that they have to score late, or let you win 0-1 or 1-2.
    • It’s the only guarantee you can defend with 11 players. Scoring with 8 or even 7 players is possible with elves. Defending with the same number is much harder.
  • Master the two-deep elf screen..
    • Keep your players out of tackle zones, and where possible, only leave disposable linemen as Blitz bait
  • ..but always be ready to transition to an aggressive defence
    • As the clock winds down, your opponent will get desperate/run out of rerolls. Even earlier on, a mental lapse will result in mistakes that you can capitalise on. Learn to read the game, see opportunities, and pounce ruthlessly on them.

Divide & conquer

  • Your first moves when kicking should be aggressive ones.
    • Against bashy teams, rush players in behind the line of scrimmage to apply pressure on the ball. Use tackle zones/base with disposable units to keep their players on the line from helping out in the backfield. If you succeed, you can nick the ball before the cage has even formed. If you don’t, you force them to start their cage deep in their own half and can then revert to the classic elf screen.
    • Playing versus fast teams, get in their face right from the off and target soft, high value players.

Exert field control

  • Dominating the pitch is an exercise in positioning, making use of tackle zones. Cordon off large areas of the pitch and funnel him towards areas where you want him to go.

Flow like the water

  • The concept is simple, the execution difficult. Bash against soft teams, pull elf bull against tough ones.
    • Traditional running teams either bash their cage up the field or dodge a single runner through your lines (skinks, goblins, Gutter Runners etc.). You can either bash if needed, or dodge your cage up the field. It just takes practice to do it as safely as possible.
  • You may not have a dedicated Thrower, but remember that with AG4 across the board, you can always throw the ball in a pinch. Passing is riskier than running, but sometimes you need to go for broke.

Look left, hit right

  • You may not be the fastest team around, but your pieces still have enough movement for pulling off feints. Look to draw slower teams across the one flank, then switch it across to the other and run it in for a touchdown. Remember, lateral movement gives you opportunities for vertical runs. Play around teams, not through them.

Know when to score and how to stall

  • A win is a win. Always eliminate the slightest chance of a draw/loss before trying to farm SPP’s through vanity passes/touchdowns.
  • Against teams like Skaven or the Wood Elves and their explosive offensive potential, you need to limit their ball possession since there’s no guarantee you can prevent them from scoring. Use the clock and grind up their team while doing it.
  • If a lot of your players are in whacking distance when playing bash races, score so you can reset field position, balancing time left in the half and the risk of getting hurt.
  • The classic 2-1 grind is not under the exclusive purview of bashy teams. Know when to use it.
  • Clinging on to a one goal lead and against slower teams, you can take advantage of your mobility by playing keep-away in your backfield while threatening a pass play. When you get trapped, either hand-off, pass, or punt.

Race Specific Counters

Down to the finer details, then.

Humans

  • Honestly, this is the hardest to formulate a strategy for without knowing how the other coach plays and how far along your team is in development. You’re about equally good at bashing (he probably has an ogre, plus Blitzers with Strength access which means Guard; but he also probably has Catchers which are ST2 and AV7), and roughly at the same level when it comes to ball-playing (you have AG4 across the board, but he has more skills). It really comes down to who is the better/luckier/more alert coach, but all things being equal, Dark Elves should have the advantage since you are more mobile and can control the field better.

Orcs

  • This is the match-up you, as a Dark Elf coach, will dread meeting only behind a Dwarf team. You won’t be able to out-bash Orcs, since any Orc coach worth his salt will get Block/Guard on almost everyone. Some of his players will even have Tackle. Be prepared for a rough time, try to stay away from Tackle pieces, defend for your life, and try to nick the ball for a sneaky score.

Dwarves

  • Dwarves are always annoying to play against. As Dark Elves, it becomes deadly. You’ll always be at a skill disadvantage when facing Dwarves at low TV’s, and a lot of good Dwarf teams actively manage their roster to stay within their optimal band. The abundance of Block and Tackle on even rookie Dwarves makes life tough for your twinkle-toed elves. Don’t get embroiled in a brawl, watch for errors in positioning, and try to outrun the stunty beards. The good thing? Achieving separation is the hard bit. Once you do it, there’s little chance they’ll be able to catch up with their stumpy legs. I recommend pushing potential receivers downfield so you can pass if needed.

Skaven

  • Skaven, more than any other team, demands perfection in positioning and risk-management. Gutter Runners are unmatched in punishing errors, with their AG4, in-built Dodge and high movement. Your best bet would be to grind the rats into the turf, maiming as many as possible. Rat Ogres can be annoying because of Prehensile Tail, so dodge players in his tackle zones last.

Bretonnians

  • Bretonnians can be quite annoying to play against. Their linemen, despite having ST3 and AV7 can be a serious hindrance with Fend, while 4 Wrestle and 4 Block pieces make taking the rest out of commission a difficult affair. On offence, focus on moving the ball forward without getting held up by Linemen, and construct safer cages than usual taking into account the abundance of Wrestle. On defence, an elf-screen is entirely viable, seeing as Bretonnians don’t really have enough ball-handling skills to do fancy stuff.

Chaos

  • Everyone’s favourite cuddly Claw/Piling On/Mighty Blow (more affectionately known as CPOMB) goat herd. Chaos teams are a pushover at low TV’s, and at high TV’s, you should still destroy them. Claw doesn’t do anything to you (you’re already AV8 or lower), and most coaches who go for the full CPOMB set are usually missing Tackle or Guard on most players. This leaves you a lot of room for elf shenanigans. Of course, smart Chaos coaches will sprinkle a fair number of Tackle/Guard amongst their team, but just avoid those pieces and you’ll be fine.

High Elves

  • Your closest cousins in both lore and playstyle, High Elves can field 4 ST3 Catchers and 2 Blitzers similar to your own. You’ll find that some of their Catchers will often be developed as auxiliary Blitzers, but with AV7. Mark/hit these first, then go after their Thrower who is their best piece.

Dark Elves

  • As with all mirror matches, much depends on how your team has developed versus the others, and of course, coach skill. Target Witch Elves/Assassins if your opponent has them, since they’re high value/low armour, then wing it from there.

Wood Elves

  • AV7 across the board means that you want to lock them into fighting. It’s going to be difficult to stop Woodies from scoring, because of their high AG and MA, so a 2-1 grind is the smart option to go for here. Force them to score early, then take full advantage of your 2 possessions and score on both of them while winding the clock down.

Lizardmen

  • It’s possible to beat Lizardmen only if you’re mentally prepared for casualties. The way to do this is to mark their ST4 Saurii with Linemen, since they only have AG1 and won’t be doing any dodging, instead being locked into bashing your fodder over and over while you go and do more important stuff. Try to blitz a Skink every turn, hopefully injuring them. A Lizardmen team without any Skinks isn’t going to score.

Conclusion

Right. That’s about all I have to cover, I suppose. I might have left some things out, so if any of you have any suggestions, fire away in the comments.

May Nuffle bless you always,

Cain.

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