![]() ![]() I might therefore reskin the giff shock trooper’s Musket attack to make it a heavy but still portable single-shot weapon-similar to a hand culverin or a lantaka-that can be fired only once per turn but deals twice as many dice of damage, 4d12 + 2 rather than 2d12 + 2. Muskets are effective against living targets, but they’re not well suited to the task of destroying a fortification even if loaded with Minié balls, they’re not going to do much more than blast chips off it. ![]() Thus, while advancing on a fortified position, giff shock troopers focus their musket fire on the wall, and they don’t advance closer than 40 feet until the job is done. The Thunder Bomb is inadequate to this task, because as written, it targets only creatures, not objects. A basic giff might lob a frag grenade over a wall to injure the defenders hiding behind it, and a giff shock trooper might do the same with a Thunder Bomb, but because of the Siege Monster trait, the shock trooper is equally interested in destroying the wall. It does retain the basic giff’s Headfirst Charge and uses it in the same fashion, but the salient feature to look at is Siege Monster. The giff shock trooper isn’t all that different from the basic giff, either, aside from being much tougher and better armored. In astral ship-to-ship combat, it would be a great twist to give the grenade some knockback.) (It’s disappointing that the Force Grenade in Boo’s is simply the Fragmentation Grenade in Mordenkainen’s and Multiverse with the damage type changed. The consequence is that giff on offense can sustain a fusillade of musket fire as they advance on a position, while giff on defense follow more or less the same strategy as always. Since the giff shipmate from Boo’s Astral Menagerie is so close to the basic giff, I’ll simply note two things that are no longer in its repertoire (the Headfirst Charge trait and the Pistol attack) and one new acquisition as of Multiverse (the inclusion of the Musket attack in the Multiattack). Have to pick from.I forgot until now that my tactics for the basic giff from Mordenkainen’s Tome of Foes and Monsters of the Multiverse are content exclusive to MOAR! Monsters Know What They’re Doing. Have to pick from and the quality of your instructions for the players you Like anything in FM21, it comes down to the players you To ensure your back three can handle most of what your league has to throw So, having three of them can help to find a decent balance That lower league football is often full of central defenders who lack paceīut can defend. (which might be better than the wingers you can find), allowing the rest of Wing-back role that allows them to use their pace and attacking quality The logic here is that since wingers with technique and classĪre often out of reach, you can find a full-back who maybe isn’t the mostĭefensively sound. Look to pack midfield, you might want to make sure your team has ample pace ![]() Since a 3-5-2 sacrifices midfield numbers and many lower league teams today Plenty a 4-4-2 direct counter system makes us of the little quality you canĪfford whilst ensuring the stable door is never left open, either. ![]() Intelligent players who will come down to your level. Of the abundance of technically limited by physically solid or tactically The rest of the team should be more likeĪn Atletico Madrid midfield than anything else robust, sitting deep, often To focus on finding you the odd gem with pace or real finishing ability to You can instead focus on getting your scouts Professional and physical lads out there in the Still, with a 4-4-2 counter, you can use the gluttony of In the lower leagues, you will often have to rely on either a bit of veteranĬraft up-front or someone with excellent pace but questionable mental or ![]()
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