![]() ![]() Inside enemy territory, so that some of your players can reach the endzone, next turn.Įnsure that at least one is unreachable by opposing players, so you can avoid tacklezones on ![]() Beat a hole in the opposition line byĬoncentrating your attack against one of the enemy flanks, and secure a foothold deep(ish) īasically it should take two turns to score. Try your safe (no dice required) moves first, then you do your main play, then dodge your If you hold out for the expensive players, you're going to beįielding 8-10 players at half-time and then things will get real ugly. A lot of people turn their noses up at the sight of linemen, but a lineman on This fellow for starters, although any Lineman is equally good at 20k less. In the long run, an extra 10k isn't too much of a hassle. These guys are over-priced compared to Humans and High Elves. Only he can't take ST skills, but has to endure the AG-selection. Did you ever want a Human blitzer with an AG upgrade? Well, here Is a great first skill for the Witch Elf as it allows the Coach to release her fury without too much worry. (Just ask any Wood Elf or Skaven Coach.) Block [AV 7 is always a sore point with any team. The ST of 3 makes her more dependable, but the AV of 7 Not bad, but it still means that a Witch Elf must get 4 squares into the opponents half, in Jump UpĪnd Dodge gives her a manoeuvrability that compensates for her lack of pure speed. She is definite catcher potential despite the Frenzy. They are not going to win any long protracted engagements. Their AV of 8Īllows them to get stuck in and survive a few fights. Many teams can get either, few can get both. All your players can get Block and Dodge.(Or Move/Hand Off/Move/Pass/Score).Īll your players are just as good as most teams Throwers and catchers naturally. Learn the Move/Pass/Move/Hand off/Score routine.Need a hole in the line, and AG 4 makes it likely to succeed. Not all the teams have access to this ability. ![]() You will need an aerial brigade, to force you You have the best linemen in the game.Take many Random Events as they are the best money cards in the game.Avoid playing 2+ games, back to back against a Do NOT start a Elf team if you are the only 'finesse' team in the league.There are a few pointers which really should be of relevance to any coach intending to So how do you play this bunch of 'all things to all people'. Lightening fast catchers), and can hold their own with hitting (but they don't have anyone ![]() They are competent at the running game, useful at the passing game (but have no MIDDLE-EARTH, THE LORD OF THE RINGS: THE FELLOWSHIP OF THE RING, THE LORD OF THE RINGS: THE TWO TOWERS, THE LORD OF THE RINGS: THE RETURN OF THE KING and the names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises under license to New Line Productions, Inc.Including the distilled wisdom of Arlith Blacknife An a-z of how to run your Dark Elves well in the short and long termĭark Elves are a tough first team to play, because they don't do any one thing really THE HOBBIT: AN UNEXPECTED JOURNEY, THE HOBBIT: THE DESOLATION OF SMAUG, THE HOBBIT: THE BATTLE OF THE FIVE ARMIES and the names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises under license to New Line Productions, Inc. GW, Games Workshop, Citadel, White Dwarf, Space Marine, 40K, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, Warhammer Age of Sigmar, Battletome, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world. ![]()
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