Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
(Always take defender down, push choices don't matter unless specified)
Move I9 left, right, right, right
Move H11 right, down, left (chain pushing F10 to E9)
Move E9 left, right left
Move G8 up, right, left, up
It may be possible to do better, I focused on initiating 2 die blocks moving on a 2 or 1 die blocks moving on a 4 to prevent armour breaks (without going for it these actions give you a 6 for your next move).
The method above probably has room for improvement by aiming for more 1 die blocks and reducing GFIs (also final block resulted in an armour break).
Enemy lineman intercepts and will throw to I9 (enemy actions seem to count as no dice)
Intercept with goblin in H9 (1 dice, intercept)
(Total saving of 2 dice)
Then continue passing to the troll etc.