
I give my assassins, block, dodge and side step and occasionally catch. this leaves him open to score which may give easy opportunities for assassins to score, gives them much needed SPP. Or they wont mark him at all because of the fear of stab. The opponent will either mark you with much more players than needed to try and kill you, which in turn which draws valuable players away from the rest of your team. On the Offence, i run the Assassin in to the opponents half to be my receiver, this will usually go one of two ways.

Furthermore, Although MV6 is not amazing movement in respect to shadowing, it does work a fair bit of the time, or at least the threat of it working usually makes the opponents move there receiver further away then necessary, sometimes hindering possible pass lines they were planning. 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.

BLOOD BOWL 2 DARK ELF GUIDE HOW TO
Having said that I hope this guide may give a couple ideas as to how to utilize this very specialist player without getting them killed too much 🙂 The Basicsįirst a little about the skills, Assassins start with MV6 Str3 Agi4 AV7. Obviously this, like any guide for BB will not be to everyone’s liking, as I believe building a team around your own play style usually yields better results then just trying to make a team with the most commonly used and OP skills.

However lately I have come back to my dark elf teams with BB2 and I have found a new love for them.

I tried using them to hunt week players and high value targets but more often then not they would get killed before they could gain any skills. They seemed far too week and easily hurt. Introįor a long time when playing dark elves I did not like the assassins. A Guide to getting the most out of one of the coolest, but overlooked players in BloodBowl.
