

This helps with scoring range and also the threat of being able to run through to get to a loose ball. I would only use this if you need to score, he shouldn’t be used as a living missile to throw at opponents! Follow the agility up with Sure Feet to increase their reliable range. An AG4 Halfling is also much better at hitting his landing roll if you throw him. They can suddenly dodge anywhere they like on a 2+ (most of the time) and are much better at handling the ball. +AG Halfling:Ī Halfling with an agility increase is very useful to have. For doubles I would get Wrestle to counter Block on opposing ball carriers and to help with keeping this asset alive. Side Step and Sure Feet are the best follow up skills in your own preference of which order. With Dodge and Stunty letting them dodge fairly easily into a cage, or past a screen, they can usually get to the ball carrier assuming they are in your limit range. If you get a strength increase on a Halfling they are probably going to be your main blitzer.

If you just have the latter without Sneaky Git on your Halfling, then you need to make sure you have the assists in place to have a high chance of breaking armour to get the Dirty Player bonus on the injury. On doubles Dirty Player is the key choice for maximum damage potential. Sneaky Git means you can foul with abandon without needing to get all the fouling assists. As Halflings are fairly poor at blocking gang fouling is a popular tactic for the little chaps.
