Let’s look at a couple of ways things can go wrong:Ī single untagged player can spell disaster with Frenzy For example, our second Block might lead us into base-to-base contact with an opponent we really do not want to be basing, or it might lead us to be surrounded by opponents, or left on the edge of the pitch, etc.Īmongst higher-level players, awareness of the pitfalls of Frenzy is such that players will often attempt to create positions in which opposing Frenzyers unwittingly lead themselves into these kind of situations. There are other positional pitfalls that can arise. When we use Frenzy in any more crowded area of the pitch the calculation of the position and block dice can become considerably more complex, and the potential to follow-up into a 1D or -2D block can increase enormously. In this example, our assist has been positioned so that in the event of a push on our first 2D, we will still get 2D on the second block.Īs we have seen above, if we do not naturally outstrength our opponent, positioning of our assists is vital to ensure our follow-up block continues to be a 2D. ![]() Our Troll Slayer has a 2D block thanks to an assist, but if we only get pushes on the first block we will push the Orc away from our assist, and our follow-up block will result in a 1D. If our Frenzy user is a big guy like a Minotaur or Rat Ogre, or a ST4 type like a Ulfwerener or Khorne Bloodseeker, then that 2D block will typically be easy to come by, but if we are using a ST3 (or lower!) player, then we must be careful how we position our assists to ensure they still aid us on any potential second block. Our base use case with Frenzy is to find a lone opponent, ensure we have a 2D block, and then enjoy hitting them once or twice and hopefully get a knockdown.
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