They still don't have the Dark Elves implemented 
Golden rule is not to risk a tackle you don't need. Unless you're against Halflings or Goblins anyway. Recall that each player may only tackle once per turn. Note that Dwarfs have the agility of a lethargic slug. All you need do in that circumstance is get the dwarf into the lineman's tackle zone. Either the dwarf blitzes the lineman and then runs up to the catcher (he can't tackle because he's already done so) or he tries to dodge the lineman. In either case, thanks to piss poor agility he'll either end up eating floor (if he tries to dodge), or your catcher can simply dodge him next round (which even a human should manage vs a dwarf).
You need to think in terms of tackle zones rather than players. In general terms, having the tackle occur in the enemy turn works better for you since if it fails you get control of the game. Therefore use your tackle zones to lock down the opposing team so any move they make requires either a dodge or tackle on their behalf (simple probability - the more rolls they make, the more likely they are to fail one). In your turn, only ever make a tackle if it's both highly in your favour and necessary to clear the way for the ball. Try to stack tackles as much as possible in your favour, even if you've got a rat ogre vs goblin having a stormvermin assisting can help counter any nasty surprises.
The only time this really changes is against high agi low toughness teams like elves or skaven, who will nearly always manage to dodge your players. In those circumstances it's better to get the ball, get it within a single run of the endzone and then cage it in with players while the rest of your team slams the opponents to the floor as often as possible to try and cripple them. Just make sure you keep a clear run on the endzone for a final turn victory.
Tuckles 说:I was playing humans against dorfs. My catcher was already with the ball, a mere 6 or so spaces from the touchdown line. But he couldn't move anymore, and catchers being frail things would surely get knocked over by the dorf nearby. So I rushed a guy to knockout the dorf. I didn't bother to check the name. Blitz, he ran through the line, smashed into the dorf and got knocked over. I checked his position, he was a lineman. Needless to say, the catcher was soon pummeled, and I lost that game. I was supposed to use a Blitzer. Never ever send a Lineman to do a Blitzer's job.
Golden rule is not to risk a tackle you don't need. Unless you're against Halflings or Goblins anyway. Recall that each player may only tackle once per turn. Note that Dwarfs have the agility of a lethargic slug. All you need do in that circumstance is get the dwarf into the lineman's tackle zone. Either the dwarf blitzes the lineman and then runs up to the catcher (he can't tackle because he's already done so) or he tries to dodge the lineman. In either case, thanks to piss poor agility he'll either end up eating floor (if he tries to dodge), or your catcher can simply dodge him next round (which even a human should manage vs a dwarf).
You need to think in terms of tackle zones rather than players. In general terms, having the tackle occur in the enemy turn works better for you since if it fails you get control of the game. Therefore use your tackle zones to lock down the opposing team so any move they make requires either a dodge or tackle on their behalf (simple probability - the more rolls they make, the more likely they are to fail one). In your turn, only ever make a tackle if it's both highly in your favour and necessary to clear the way for the ball. Try to stack tackles as much as possible in your favour, even if you've got a rat ogre vs goblin having a stormvermin assisting can help counter any nasty surprises.
The only time this really changes is against high agi low toughness teams like elves or skaven, who will nearly always manage to dodge your players. In those circumstances it's better to get the ball, get it within a single run of the endzone and then cage it in with players while the rest of your team slams the opponents to the floor as often as possible to try and cripple them. Just make sure you keep a clear run on the endzone for a final turn victory.
With stupid / wild big guys I generally find it better to use them as assists rather than tackling by themselves.CrazyEyes 说:Of course, even though my troll has "Pro", he will completely **** up his 2+ "Really Stupid" roll about half the time. 2+ rolls have some kind of -4 unluckiness modifier.









