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Докладване на проблем с превода
1. You may want to lure your opponent to a specific part of the pitch, for example leave the center and right side of the pitch very well guarded and the left flank a bit more "exposed". If they take the bait you might put them in a bad position by surrounding them and using Frenzy pieces to push them off the sidelines. If they try to push through the two well-guarded zones, they'll have a harder time.
2. As a team develops, players become unique and specialized. So it may be good not to go symmetrical to spice things up a bit. Players with Side Step, Stand Firm, or big guys can disrupt the offence.
3. Using the Kick skill for a shallow kick vs clumsy teams (Khemri, Dwarves) near one of the sidelines, and stacking numbers nearby to make the most out of a failed pick up/blitz kick-off event.
Nice guide for beginners, goes straight to the point and gives useful information.
As a suggestion I'd add a couple of key concepts I see on new players, perhaps it's a bit more advanced but it can really make a difference:
When to man-mark and when to zone mark, and also when to follow-up a block.
I see new players using their turn to stand up a player and put him next to a black orc to receive another bashing. Or following up instead of staying put and avoiding retaliation. Limiting the amount of blocking dice the opponent get is critical.
Sometimes you want to mark a piece even if you are giving them easy blocking dice, (for example to avoid a player from blitzing your carrier). But it's generally a good idea to control as much space on the pitch while giving the opposition few block chances (ideally just the blitz).
This is especially true for agile teams, some beginners end their turns with too many pieces in contact with the opponent which is a recipe for disaster.
There's also a principle about risk management I like to apply: every time you do an action that can cause a turnover (even if chances are slim), think on how it will affect the next turn. If it leaves you very exposed, try to mitigate it.
Example:
Orcs receive the kick vs elves (or skaven or any other fast team). First thing they do bash some skulls, form a nice cage in the middle and once every piece has moved, they try and pick up the ball. If that pick up is failed, fast players can rush the thrower and steal for an easy TD. Or even if they don't steal the ball, they can sneak a couple of players and isolate the carrier, putting you at a disadvantage.
It's therefore usually a good idea to put another player next to the ball, and once the ball has been picked up, form the cage upfield. Or if there were other players closer to the ball, leave them there and move them after the ball has been secured, so in case the pick-up fails, you still have some players nearby to help.