
You may decide to skip +ST in favour of the double roll and +MV may be handy to cover more of the pitch or again go for a normal skill. If you keep rolling doubles then you can get Block to let you hit them (useful against bashing teams as well), or Dodge to help with Break Tackle rolls and also keeping them on their feet more. If you can cover the nearby routes that they would use to dodge out with Skinks as well then they are pretty much stuck there. Elves with Dodge (or a reroll) still get away at just over 50% of the time but it isn’t something they will like to attempt and that causes more than enough turnovers in my book. Or if you want to be really nasty take Diving Tackle, combined with Prehensile Tail players will have -3 to dodge rolls to get away.
#BLOOD BOWL KROXIGOR PRO#
Grab for the reasons mentioned above and Guard can help if you end up needing to blitz with a Skink and can still mark two or more players at the same time.ĭouble rolls are the biggest difference, Pro is perhaps better than Block as you can use it for not only Bonehead but Break Tackle as well. Agility teams typically have lower lower strength so will have more problems with being able to block you to get a push away, hence Break Tackle first.
You need Break Tackle first so you can get next to any receivers you want to mark up and then follow it up with Stand Firm. This is a less common build but can be really nasty for agility teams and is of use vs bash ones as well.
Doubles: Pro / Diving Tackle, Block / Dodge. Normal: Break Tackle, Stand Firm, Grab, Guard. +ST is great as blocking him becomes even harder and you could consider +AV though I think I would prefer to take a skill instead. Often it can be sensible to not Block with him if you get him in a rather advantageous position as losing his tackle zone at that time would be a disaster. Pro is the other choice as it will mean less losses of the tackle zone from going Bonehead. Guard obviously has some use later on, especially in a bash heavy environment.įor double rolls Block is probably best, without it they are easier to knock over, which negates any advantage Stand Firm provided in keeping opponents in their tackle zone. Grab is also a nice choice as you can keep anyone you block next to him. Break Tackle is probably the best next skill as it will allow you to move him to tie up the most players and keep him where the action is. Stand Firm makes the best use of their Prehensile Tail as he can’t be pushed away from players you mark, this can really tie up a lot of opposing players. Normal: Stand Firm, Break Tackle / Grab, GuardĪs the Lizardman team already has a lot of high strength players there isn’t really the need to take Guard as early as you might on other Big Guys. If you take one early on it may mean taking less rerolls which the Lizardman team could really do with, though Prehensile Tail is of greater effect against other teams that are early in development. The biggest problem is that they are slow to skill up and their high starting cost, combined with the overall lack of skills on the team can be an issue. It can also make the difference against the higher agility teams as well. The key thing that really sets them apart is the Prehensile Tail, the bashing teams will typically have low to average agility and this can really cause them problems if they have to dodge the ball carrier away, or have to hand it off. Trying to get a cage past that line is a rather tough proposition. This is great for being in front of cages, especially as you also have six ST4 players to go along side him. The high strength and armour are obviously of great help for doing a similar role to an Ogre on the Human team and building them into a road block. They have the usual high strength and armour of Big Guys but are also one of the faster ones, Bonehead is one of the least problematical negative traits and they have the handy skill, Prehensile Tail. Kroxigors are a great addition to Lizardman teams and can be developed to be one of the least reliable yet still effective Big Guys in the game.