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- Wrestle over Block. More useful making other, more valuable pieces freed up or opponents on the ground for fouls. Great vs slow, bashy teams (dwarfs, orcs ect.)
- 1 or 2 dirty players. 40k expendable fouling machine.
- Cut if they reach higher than lvl 3. No point keeping them, they'll bloat your tv.
Blitzers:
- Dodge on all. Blodge is a pain to deal with, especially early on.
- One as a designated carrier. Dodge, side step, sure hands. From there it's up to you. Fend is nice, painful when combined woth blodge-step. Sprint and Sure Feet for extra mobilty and saving RR's. Take STR, AGI and MA when you get them (don't need doubles on this).
- 1st Blitzer with doubles, go Mighty Blow followed up Pile On and Jump Up. They'll be your traditional Killer Blitzer
- Other doubles go for guard.
Blockers:
I prefer mine as a LoS support for the Blitzers. So going Guard on all, tackle, stand firm and mighty blow. Dodge on doubles.
Lineman
Normal: Dirty Player, Wrestle*
Doubles: Hell no. Dirty Player, Wrestle*
Utility: Maybe Kick, probably not
Stats: +ST only, and only if they don't have DP yet
*Wrestle might be a bit of a waste, depending on playstyle. Most will agree you should recycle them at the second or third skill.
Blocker
Normal: Guard, Stand Firm, Mighty Blow, (maybe tackle on one), Fend
Doubles: Dodge in a heartbeat (maybe diving tackle on one), Jump Up
Utility: Maybe kick
Stats: +ST, +AG (less valuable than usual)
Blitzer Ball Carriers
I make my first to level into this, the second is a hybrid of this and the Skink Hunter (no frenzy!)
Normal: Dodge, Sidestep, Sure Hands, Jump Up
Doubles: Guard, Mighty Blow
Utility: None
Stats: +ST, +AG, maybe +mv if already high level
Blitzer Skink Hunter
The third (or first to doubles early) gets this
Normal: Frenzy, Tackle, Dodge, Sidestep
Doubles: MIGHTY BLOW, Guard, maybe stand firm
Utility: None
Stats: +ST, +AG (less important), maybe +mv if already high level
Blitzer Thrower
This is where peoplle will start to disagree with me, but I just love having a thrower on hand and feel it adds a lot to your options
Normal: Sure hands, Dodge, Pass, Accurate, Safe Throw,
Doubles: Guard, mighty blow
Utility: Leader
Stats: +ST, +AG (less important), maybe +mv if already high level
General tips
You are not a bash team! You are closer to being a control team, but you're not one of those either. You are a frustration team.
On defence, deny the opposition progress with fend/stand firm. Use wrestle defensively to start your turn with some of their guys on the ground. Annoy your opponent with overly conservative play, make them take risks, then punish those risks with an old boot to the face. Play dirty! Your Skink Killer needs to be out there aiming for low av dudes and surfing on every opportunity. Embrace the foul, you have insanely cheap linos and can afford to bring many spares.
On offence, play rugby. Try and cluster up your opponent then switch sides and either screen or tarpit with peasants/blockers. Handoffs are your friend (mostly). FOUL EVERY TURN.
An alternative non-competitive build for fun
Max Peasants with block/DP.
Blitzers all take Dump Off, Nerves of Steel, Dodge, Pass. Move your Blitzers in a huddle and screen with peasants.
3/36 times you will be forced to use wrestle.
The rest of the time you can still choose to push if you want to remain standing.
On the other hand a yeoman with tackle is great against blodgers.
One strip baller to stop the potatoe play.
The main problem is blitzers having catch so basically hogging all the td spp. You need to score often with the yeomen to keep them levelling.
Both yeomen and knights can become formidable with doubles and stat ups!
As for the linemen, why would anybody want more wrestle on this team? You wanna put 3-4 of your own players on the ground during your own turn???
I have hardly touched this team, havent even played them online yet, so please if somebody knows better, educate me.
3-4 is excessive, but I cba running the average stats.
That's several of the opponents players that are on the ground at the start of your turn, making it far easier to clear a path forward or reposition. It also increases manoeverability; your guy on the floor is far more likely to be able to reposition this turn than if he was marked by a guy with block. More players on the ground gives you the oportunity to gang foul better players. It's also easier to sack the carrier, and for you to bust open a cage.
Wrestle heavy teams aren't something to be scared of playing, so long as you aren't focusing on bash. My Skaven teams take wrestle on 1-2 GRs and every linerat, wood elf linos also tend to get wrestle. Brets play vaguely similarly to them in that you have a whole lot of fodder whose primary job is to open a path for the Guys Who Play With The Ball.
When you are often limiting the other team to only a couple of blocks a turn the chances of it having a negative effect are small. But, and this is the important thing, you are either against no block, so are making the choice or putting a blocker on the ground (to be fouled)...
The most important thing is that as the other team has more block, wrestle gets better... Brets are almost the dwarf counter out of the box... Which is why most bret teams skill with tackle to deal with the Dodgers.
When it comes down to it though, they were created (eventually) as a tier 1.5 team. Whilst all the other bb2 teams are basically t1.
They are not meant to be the equals of the other teams, they are better than ogres, gobo's and vampires and until those races are in bb2, people will be complaining about them being sub optimal.
End of drunken rant.