Part of the answer to your question is team composition. The others are right that you didn't take enough Warriors.
Part of the answer is diagonal blocking. I don't normally advocate a 9-man line, but you'd have little difficulty getting 5 2d blocks with 6 actions, just by loading up and blocking away from the lie of the ball. That leaves you a blitz free to 3d a Skink.
I'd put my Warrior in the 0-column (in the middle) and Beastmen on the line in the 1-4 columns. I'd put one halfback Beastman right behind the line of scrimmage in the 0 column, and a fullback in the middle of my half. The side the ball goes to is the playside. The other is the offside. On a touchback, or on a kick that goes to the zero-column, you can pick your own playside. (On a touchback, give the ball to the fullback, and as soon as you finish your line-blocks, use the line as a cage-front.)
– – – –|– – – h – – –|– – – –
– – – d|c b a W a b c|d – – –
– – – –|3 – 1 0 1 – 3|– – – –
– – – –|– – – – – – –|– – – –
1) Fullback moves to protect the ball, does not try to pick up. If it goes deep or to the sideline I may not actually pick it up on T1. (It's worth considering taking two fullbacks instead of a halfback for this reason; that's a question of individual risk analysis, and certainly had I had even one more Warrior to consider it wouldn't be a concern, as I would have 3 backs.)
2) Offside b blocks 3 tech, pushing straight back or powing diagonally back, not following. Offside d may position to protect ball or cover space as needed. On a deep kick, he should maybe drop back, while on a shallow kick he should perhaps consider stepping out one square so as to form a proper screen.
3) Warrior blocks offside 1 tech, pows vertically but pushes laterally, follows. if he pushes, offside a blocks him too, pushes away from the line (pow or not), doesn't follow.
4) Playside a blocks 0 tech with 2 assists, follows on a pow, pows or pushes straight back. If backside a has not acted, he's now free.
5) Reposition offside c to space vacated by W or playside a. Playside b blocks 1-tech 2d, doesn't follow.
6) Playside c blocks 3, doesn't follow.
7) d, h, maybe backside d, and maybe backside a, are all free to move. If you can't get the ball or keep it safe and blitz a Skink 3d (or maybe blitz that 1-tech 2d with the Warrior's assist if you didn't get him down the first time), that's not my problem.
