
All in all its a headache for elf catchers.ĭoubles I’d stick with wrestle primarily. There is the chance at the intercept, then the affect on the catch roll, then the chance of the diving tackle. I actually use pass-block a fair bit with skinks and normally end up with at least two using pass-block/diving tackle. Its useful with passblock also and worth having at least one skink with that combo. If you can get diving tackle and sidestep on the same guy thats even better, but two or three with diving tackle can be a REAL headache for opposing coaches.Ĭatch is worth it on at least one or two.

They suffer from the fact they have very little in regard to starting skills and the Saurus can be very slow to develop. They have the ability to score quickly and the strength to hold off bashing teams and hit agile ones. The key to this team is to use the two player types to support each other. The Skinks are very fast, can move about the pitch well, though are weak, low armoured and terrible as passing. The Saurus players have high strength and speed, but they can’t dodge or handle the ball very well.

Lizardmen teams have an unusual mix of speed, strength and agility. QTYīone Head, Loner (4+), Mighty Blow (+1), Prehensile Tail, Thick Skull

Providing an odd blend of dexterity and strength, the Lustrian team can almost last the distance against a power team such as Chaos, while remaining able to pull off the running plays of the Skaven. So it is no surprise that the Lizardmen play Blood Bowl. The Mage-Priests foretold the game of Blood Bowl thousands of years before it was discovered by the Dwarf Roze-El.
