Norse Blitzers Overview:
Norse teams used to be able to take four Blitzers but the rules changed in LRB5 to drop them down to only being able to select two. While losing two of their best players may appear to be detrimental, they gained elsewhere on the roster to compensate, so you don’t really lose out a great deal. The Blitzers though are key components to a winning Norse team. The team as a whole has rather low armour so really doesn’t like to get hit. They also have rather average agility so doing lots of flair plays with the ball isn’t really desirable. Their usual best play is to try and hit the other team without being hit themselves. If you can get a numerical advantage over the other team then this really helps the Norse play style and mitigates their low armour a bit.
The two Blitzers on the team are very good at hurting the opposing players. With only two allowed on a team, there isn’t really much in the way of development to look towards and I would suggest building both with causing damage in mind. Their starting skills all help with this role in mind as well, so they are the best tools for the job on your team. Frenzy gives them two chances to knock the opposing player over and can also remove players by pushing them into the crowd. Block is great for both lowering the risk when hitting and also knocking more players over. Jump Up means you can get more hits in and also increases your range from a prone position so you can get to juicy targets more often.
Given how key they are to your team and the damage they can cause I would also look to protect them more than most of your other players. Watch out for where you are hitting to not leave the opposing team a great chance at hitting back, or leaving them open to getting gang fouled. With low armour it doesn’t take much for the opponent to break it. Give them priority with your Apothecary, especially when the basic Norse Lineman is useful as soon as you buy one. These guys also have average agility so are capable of ball handling as well, scoring touchdowns with them can get you those damage causing skills quicker.
Killer Norse Blitzers:
- Normal: Mighty Blow, Piling On, Guard, Stand Firm / Juggernaut / Tackle
- Doubles: Dodge / Side Step
- Stat Increase: +ST +AG
With the role in mind of causing damage the first skill to take would be Mighty Blow, not only will it hurt the opposing players more but that in turn helps speed up the development. After that Piling On is a great choice, it combines well with Jump Up and again will increase the damage potential of your player. Piling On also has the extra benefit that the opposing team won’t be able to block or blitz him during their turn. It does leave them open to getting fouled so use your other players to minimise the assists they can get doing that. You can’t stop every hit or foul on them, but if they are fouling instead of hitting, then at least there is a chance their player gets sent off as well.
After that you would probably be best looking at getting Guard. You have a lot of Frenzy on the team and it can get you into trouble, Guard helps against that and also helps stop you getting over powered by other teams taking it. You have a few options where to go after that, Stand Firm keeps you next to opposing players to get more hits in and also protects you from getting crowd pushed yourself. Juggernaut helps with crowd pushes and also negates Wrestle meaning you can have a few more targets who you can knock over easier. It also cancels out Fend so you can get in both your Frenzy hits and also still be able to use Piling On, both of which Fend would otherwise prevent. Tackle can also be considered (though I think Juggernaut is probably more useful) as it helps take down anyone with Dodge and makes dodging players away harder (not that they have to do that if you are prone from Piling On). Tackle is more useful if the league is Dodge heavy and light on Wrestle and Fend, otherwise take Juggernaut.
If you roll doubles then Dodge will help them against getting hit and let you get to targets easier. It loses value in leagues with lots of tackle (or in a well developed environment) and even early on in the first couple of skills you may decide against taking it over a normal advancement. Side Step is another one you could consider after getting your damage skills, though Stand Firm is comparable and you won’t miss out if you don’t take a double.
The main stat increase you are looking at wanted to get is +ST for obvious reasons. I wouldn’t turn down +AG as I find it useful to have on an AG3 team, though it doesn’t really help the build a great deal and you would prefer it else where. An argument can be made for not taking an agility increase and on a more developed team there is probably less need for it. The other two stats would be nice to have though I feel that there are more useful skills to help with this role of causing damage, so based on that I would quite happily skip them.
Norse Blitzers as you can probably now see are vital to keeping the team ticking over and making matches easier for you to handle. Prioritise getting them advanced up quickly so they can start dishing out hurt to opposing players as soon as possible. Keep them protected as losing them, especially in short leagues, can really hamper your changes. Most of your other players aren’t going to be as vital towards your game plan and are cheaper to replace and still fairly useful with no extra skills. A rookie Blitzer isn’t as effective as their skilled up versions, utilise them well and your team will likely be feared.