![]() ![]() When i am defending, i usually park my assassin next to the oppositions receiver rather then sending him out to look for kills, this is particularly annoying for the opposing team as the opponent's runners are usually low AV and the opponent will want to try and dodge out of your tackle zone each turn for fear of stab. I find the following tactic to yield far better results from the player without being so much of a waist of TV(team value) However I find that this still gets them killed to much, they are far to close to the action. The usual build and tactic for a assassin is to kill Low AV high value players, usually taking block, multiple block (as strength does not make a difference to stab this synergises VERY well) dodge and side step. ![]() The biggest downside however is that injuries from stabbing do not give SPP's making advancing assassins very hard to do. ![]() even better is that a failed stab will not cause a turnover! The down side is the odds of breaking armour, on a AV 7 target the odds of breaking armour is roughly 40% which is pretty good, but on 9AV its closer to 10%. The good thing about this skill is that the roll is unmodified, meaning tackle zones and strength differences are irrelevant. ![]() Instead the stabbing player rolls to break the opponents armour stright away (the usual injury rules apply EXCEPT mighty blow which does not influence stab). Secondly Stab, stab is a very useful skill as it acts like a block without the block dice. Considering that an assassins MV is only 6 this roll is not always in your favour. However! the down side is the assassins MV and how the skill is worked out each time the assassin attempts to shadow, the opponent rolls 2D6 and then adds there MV, then takes away the shadowing players MV from the number, if the resulting number is 8 or higher the player gets away. Both these skills have their own merits and draw backs.įirstly shadowing is a very nice and under used skill that allows the player to follow opposing players who leave there tackle zones, Each space the assassin follows makes the opponent roll another dodge roll and as you can only re-roll one of these, this becomes a very nice way to create turnovers. The up side is they start with Shadowing and Stab. This makes them fragile and relatively slow for an elf. First a little about the skills, Assassins start with MV6 Str3 Agi4 AV7. ![]()
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