

That is hard to see without diagrams, but hopefully you get the idea. To push someone off the pitch one or more of the directions of the push must be off the field and all the possible squares the player could be pushed to that are still on on the pitch need to be filled up with players (does not matter which team, or if they are on their feet or not). I assume you know how the push back directions work, you push to one of the 3 squares opposite to where you block from.

Deep kicks are useful against slow sides, gives you more ground to defend. So you probably want to kick 4 squares from the back and to the left or right side. Yes the maximum scatter is 4 squares with kick, 3 from an inaccuarte kick then the bounce. If he gets any isolated then that would be a good one to try to kill.Īnyway good luck with it, necros are always a bit tricky until they get going as they are lacking both speed and hitting power, the werewolves are one of the best players in the game though.Īh missed he had a kick zombie, just looked at the teamsheet now. You want to blitz as much as possible with your werewolves, but try to keep them safe and make sure you don't frenzy into a bad situation (which takes some knowledge of the assist rules above). If you get the chance to foul his block, sure hands hobo then do it. player) next to the guy who is trying to catch the ball. Bear in mind you still get the -1 to this for each tackle zone (i.e. move a player up to another one and give them the ball), this is a lot more reliable than passing and if you hand the ball off from one wolf to the other you can move it a very long way in one turn with just one 3+ roll. But note on offence you should be handing off not passing the ball (i.e. Would say you have a decent chance of a 1-1 draw at least. Easier said than done with his guard though.

On defense your best bet probably is to hold strong in the centre and try to funnel him down the sides, then box him in and try to frenzy some dwarves off the pitch. I suspect with a BC he will give the Bull the ball with a touchback at whcih point you will have a real problem stopping him scoring. Kicks are VERY inaccurate without the kick skill. TB has got 2 guard players, and guard is a great skill as it allows you to make an assist even if you are next to another player, so you need to try to spread his guards out a bit.Īs a general rule you should also kick central without a kick player, particularly against TBs team.

Assists add +1 but ONLY if they are adjacent to the guy you are blocking and NOT ADJACENT TO ANY OTHER PLAYERS. If one side has the advantage you get a 2d block with the one with the most strength getting to pick which of teh two dice. Have not watched the 4th game so maybe you worked that one out now.Īnyway if strength is equil you get a 1d block. Watched the first few turns of your game vs the Lizards and after you set up ok, you then moved the outer zombies from the outside where they could have given you an assist (giving your flesh golems 2d blocks on the outer saurus), to the inside where they were in a tackle zone and could not give an assist, giving you 1d or worse all along the line. Necros don't have a lot of hitting power (compared to the real hitting teams like Orcs etc) so need all their fast players.Īlso PLEASE LEARN THE BLOCKING RULES. He does not have any ghouls yet, but yeah I think a 3rd reroll is best, then get some ghouls to carry the ball.
