On a blitz or a fluffed Sure Hands roll you can often screen the ball from the opposition’s scrimmage line (most of their team) with Skinks and even a Saurus or two. Lizardmen’s high movement allows them to put up an impressive screen. You should not field your HMP skink except on offense as he will be blitzed and fouled leaving you without the keystone of a highly specialised team. The HMP should be targeted on a Skink – not next to several – as Diving Catch is only activated when a pass targeted at that player scatters. A Skink with Catch and Diving Catch has a 37% chance of receiving the ball including throwing the initial Hail Mary Pass through to the catch. Taking Catch and Diving Catch on two or three skinks then hoping for a double for Hail Mary Pass makes for an alternative scoring method. Skinks have no General skill access without doubles so you’ll find you have a lot of Agility skill choices. Once you get an Agility 4 Skink though…try not to let your opponent kill the little feller The extraordinary movement of skinks will get you further with less chance of a turnover. Skinks are Stunty and suffer a penalty on their range making a Quick Pass a 4+ roll. The majority of Lizardman coaches will avoid more than a Quick Pass. Sidestep is vital so a crafty Elf or Goblin doesn’t send your would-be scorer crowd surfing. This gives you multiple potential scorers with the security of caging. A compromise is using a skink with Sidestep to form a half-cage on the sideline with A Saurus on each diagonally adjacent square. Protecting skinks in scoring range from blitzes and tackle zones can be done in several ways: Get enough skinks in range so they can’t all be covered or cage one securely with a player on each diagonal square. A weakness is the Skinks’ inability to take Sure Hands without a double skill roll – This can leave you without a reroll for go for its and catches. The trick is to get two or more skinks four deep in their half and keep at least one of them clear of blitzes and tackle zones for one turn. Getting Catch on Skinks makes hand-offs reliable and lets you use the team reroll on the pick up. Three well-placed skinks and two hand-offs can move the ball the entire length of the field and score with ease in two turns. At some point you’ll find yourself with one or two Skinks on the field – I wish you the best of luck. This boils down to luck on the armour rolls. Be aware that some coaches ascribe to the “Blitz a Skink every turn” philosophy. Dodge away from Block range before you tempt the dice with turnover inducing tasks. If an opposing player has Tackle and not Dodge remember you can mark them with a Saurus so they won’t blitz your Skinks. Only Skinks can handle the ball and beginning Lizardmen coaches often don’t protect them as well as they could. It will be a long road to getting Break Tackle on even one Saurus so get used to planning ahead so you have a free Saurus to blitz with. Using Saurii in pairs means that one can free the other by blocking the player marking him. The very low agility of the Saurus means they get tied up easily by opposing Linemen and are unable to blitz key opposition players – without Break Tackle the Saurus’ extraordinary Str 4 Ma 6 won’t be available to blitz ball carriers. In the hands of a skilled coach, Lizardmen are very hard to beat. Many coaches who have not played Lizardmen before struggle against them, mostly because they are so different. The Kroxigor is considered to be one of the best Big Guys out there being able to tie up opposing players with Prehensile Tail. The greatest asset of the Lizardmen is their speed the Skinks are lightning-fast with Ma 8, and even the strong Saurus have Ma 6.
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