I Basic Risk Management 1. Avoid dodging without the Dodge skill.
Example: Agility 3 dodge into a square with no enemy tackle zones is 3+. In other words, 33% failure = turnover rate. This is 2x riskier than taking one extra Go For It square 2+ (16,67% failure rate).
2. Avoid unnecessary go for it squares. If you don't need that extra square, don't do it. 16,67% turnover rate.
3. Avoid 1 die blocks without the Block skill. 33% turnover rate. Leave these for the last action during your turn.
4. Avoid passing when it's not absolutely necessary. Use handoffs instead. Passing has a very high turnover rate, always. The two scenarios for making passing plays are a) Elves (or otherwise Agility 4 with Pass or Catch Skill reroll), b) Desperation (running out of turns to score).
5. Basic turn structure (rough guideline, you will often slightly deviate from this): Start your turn with safe actions = lifting up prone players, moving assists, moving the ball carrier and cage if they have no tackle zones on them, and if the ball is on the ground move at least 1 guy to stand next to the ball to protect itif there is a turnover later on, move assists for your Blitz action in place Continue with 2 die blocks with Block skill Continue with 2 die blocks without the Block skill Continue with Blitz Continue with easy ball actions (e.g. Pick up with Agility 3 Sure Hands) Continue with 1 die blocks with Block Continue with risky actions
II General Strategy
6. Learn how the block assists work. This is first of THE two key aspects of the game. Examples: a) Learn how to effectively mow down the enemy players on the front line when you start to attack. b) Try to get as many 2+ die blocks as possible every turn.
7. Learn how to control empty squares. This is THE second key aspect of this game. Examples: a) the enemy should never be able to blitz your ball carrier without at least 1 dodge or gfi. Preferably 2+ easy dodges or 1 really hard dodge needed. b) if the enemy team is agile, they should not
8. Don't put more than 3 players on Line of Scrimmage (front line) when defending. They will be mowed down by the opponent, so the less you put there the better for your team.
III Team composition
9. Good races for beginners: Anything with high AV value and some useful skills to begin with - Orcs - Undead - Dwarf - Chaos Dwarf (Chaos Edition)
10. Difficult races for beginners: teams with players with low STR and/or low AV - Halflings, Goblins, Wood Elves teams which start with very little useful skills - Nurgle, Vampire
11. Buy 3 team rerolls to begin with when creating a new team. I have even started Chaos with 4 rerolls. In an emergency, settle for 2. But 2 is really not enough, and you shouldn't.
12. Buy apothecary after the first game (or whenever you can first afford it), if your team can have one. You don't need it for the first game yet.
13. Avoid assistant coaches and babes early. If you have extra cash (10-30k) when creating the team, use it for fan factor.
14. Skills to prioritize when leveling up early in the game: - Sure Hands (one of these in a team is enough, but it's often the first skill you need to pick for a team) - Block, helps in offensive AND defensive blocks - Dodge, helps in defending blocks (if enemy does not have Tackle) and in dodging (still, you should avoid avoid dodging if you can) - Guard, helps in assists, very good skill for new players to take
...and a bit later in the game: - Tackle (to counter opposing Dodge)
IV Additional tips for "running teams" (not agile enough for passing plays - Dwarves, Undead, Chaos, Orcs, etc.): 15. Don't score as soon as possible! E.g. if you could score on turn 6/7 of the half and thus would give the agile enemy team 2/3 turns to work with, they can and often will score back to tie the half! Instead, have the ball carrier stand still protected next to the enemy end zone when ending your turns until you have to score or when it's the last turn fo the half. And hit them hard every turn, so that they won't have enough players remaining to score back with.
16. When defending, force enemy to score fast. In fact, you can intentionally let them score fast. If they score on turn 2 of the half, you have 6 turns remaining for your own offense to tie up the half. Also, make sure to tie up slowly and make sure you hit the enemy as hard and as much as possible while you're at it. If the enemy scores on say turn 5 of the half, then it's much harder for you to tie up during the only 3-4 turns remaining.
16. Pick up the ball and crawl. Focus on never losing the ball possession on your attack. Optimal play usually means you win 2-0. One touchdown on every 8th turn of each half. Or if you can not stop the enemy on their attack, 2-1 win is very nice as well.