I'm trying to put some real thought into my defensive setups, instead of my old approach of putting my best players on the pitch, in a symetrical formation that doesn't allow dodge free run throughs

Any criticism, or pointing out of obvious mistakes, would be appreciated.
These are the players I currently have, and what skills i think they then need. I'd appreciate any criticism. I've read over the good threads on orc defence, which seems fairly similar.
Mi = Minotaur. Has block(!) and claw. Next skill tentacles, then stand-firm.
C1 = Chaos Warrior with block, guard, then stand-firm.
C3 = Chaos Warrior with block, Mighty Blow, claw next, then piling on or guard.
B1 = beastman with block, side-step then guard. Until they get side-step they will be one space further back to prevent crowd surf.
B3 = beastman with block, guard, then stand-firm.
B5 = beastman with wrestle, tackle - anti blodging ball-carrier.
B6 = beastman with +St, block - will get frenzy next and move to B7.
B7 = beastman with block, frenzy. MB as third skill. To put a crowd-surf threat on each side of the board.
Code: Select all
-- -- -- -- | -- -- C1 B3 C1 -- -- | -- -- -- --
-- B1 B3 -- | -- C3 -- -- -- C1 -- | -- B3 B1 --
-- -- -- -- | Mi -- -- -- -- -- B7 | -- -- -- --
Corners with SideStep mean no blitz can free up a dodge free path through.
Guard Beastmen B3 help protect the corners, and the LOS chaos warriors.
I don't like to have only beastmen on the LOS as they are a lot more fragile than Chaos Warriors. However it is nice to have the CWs mobile/standing after turn 1, so I leave 2 off the LOS, protecting the players in safety positions.
Here's a variant on the anti bash defence. I see this as for use against teams that can't knock a S5 mino on the LOS down. I'm struggling to think of who that actually is though! I'm thinking almost nobody. Who do you put the mino on the line against? Against agility I like to have him further back.
Code: Select all
-- -- -- -- | -- -- C1 Mi C1 -- -- | -- -- -- --
-- B1 B3 -- | -- B3 -- -- -- C1 -- | -- B3 B1 --
-- -- -- -- | C3 -- -- -- -- -- B7 | -- -- -- --
Code: Select all
-- -- -- -- | -- C1 -- B3 -- C1 -- | -- -- -- --
-- B1 B5 -- | C3 -- -- -- -- -- C4 | -- B6 B1 --
-- -- -- -- | -- -- Mi -- B7 -- -- | -- -- -- --
This means that C3 and C4 warriors have to go a bit wider, so I move Mi and B7 inwards a square each to prevent any blitz leaving a dodge free path through.
B7 can still crowd surf anybody on his side of the board without GFI. Mino cannot, but I think players will try to avoid minotaurs side of the board!
B6 is my S4, block beastman. He goes on the opposite side from the minotaur as I guess they'll go this way. He'll be getting frenzy next and will then replace B7 at safety.
I bring B5, the wrackle beastman, on for anti-agility defence. I'd like to have him on for all defence but don't see who to drop in anti-bash def? He'd be good versus dwarven runners, or other block/sure-hand carriers.
I put him on the mino side as he's less help for his corner, but I guess that players will go the side away from the mino and he can reach anybody with 2 turns of movement.
Minotaur is off the line ready to blitz, once I get tentacles on him I'll use the blitz action to hit, and then hopefully move beside any groups of more than 1 runner/catcher. I fell in love with tentacles on the BoN.
I have a blodging beastman, but see no real use for him on defence unless I put guard on him next, which I don't want to. Wish I'd given him Sidestep, as I'm waiting for my second side-step beastman. On offence I'll give him 2 heads or sure hands and make him a good runner. I've avoided surehands/extra arms so far as I'm worried it would concentrate my SPPs on these players.