![]() ![]() Instead, the two Players are placed Prone without taking into account the other Skills they may have and no Turnover is caused.ĭuring the Turn of your opponent, any Player Marked by this Player cannot use the Guard Skill. This Player uses this Skill on a Both Down result when he is the initiator or the target of a Block action. Prevents opposition Players in Squares Marked by this Player from using the Dodge Skill. Moreover, the Strip Ball Skill cannot be used against this Player. When choosing pushed back on a Block action against a Player carrying the Ball, the latter falls into the destination Square and Bounce. On a roll of 6+, or on a natural 6, this Player can move into the vacated Square without a Dodge roll. Roll a D6 + MA of this Player - MA of the opponent. This Player can use this Skill when an opponent leaves a Square that he was Marking. If this Player is the kicker of the Ball at Kick-off, you can choose to halve the deviation of the Ball by D6/2, rounding any fractions down.ĭuring his activation, this Player can Re-roll a dice except for Armour Value, Injury and Casualty tests. A Player with this Skill cannot have Grab. He must then attempt a second Block action against the same target. Cannot be used after a chain-push, nor against a Player who has Ball & Chain or Juggernaut.Įach time this Player carries out a Block action, he must attempt a Follow up each time it is possible. If the total is superior to the target's ST, the ST of the Player is increased to be equal to that of the target.ĭuring a Foul action performed by this Player, the result of the Armour Value or the Injury test can be modified by the amount shown in brackets after the Skill.Īn opposition Player who pushes this Player cannot Follow up. When this Player attempts a Block or a Blitz on a target whose ST is higher than his own (before any Assists, but after other modifiers), a D6 result is added to the ST of the Player. This Skill allows the Player who possesses it to not be Knocked down when a Both Down is chosen on a Block action. He can also be built as a fouler or as a dodger with Two Heads. The goblin can be thrown by the troll or the ogre, providing an alternative playstyle. With his high AV, the orc has a dual purpose: cannon fodder and babysitter for the troll (Really Stupid) and/or the rat ogre (Animal Savagery). The fast skaven can serve as a scorer or blitzer. They trade an increased MA or AV for a decreased AV or MA. The orc and skaven have both the same exact cost than the human linemen. They can be used to carry the ball around and perform a Hand-off when the time is right. The human linemen have very reasonable characteristics and cost, and they're the only players of your team who don't suffer from Animosity. The thrower lacks Sure Hands, but given the team's dire need of rerolls, you may want to give him Leader as soon as possible. Your two dedicated ball handlers, the thrower and the dark elf, suffer from Animosity. On the bright side, the roster offers a lot of variety and everyone has access to Mutations. Expensive rerolls combined with negative traits like Animosity and Loner and an absence of positive skills means that Turn Overs are to be expected. PlaystyleWhile fielding three Big Guys sounds fun, this team is actually hard to run.
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