Veer-Myn

Playstyle
The Veer-Myn are a specialist team - in that they have no Jacks. They are incredibly fast, making them the iconic "running team" - especially due to the fact they have terrible depth perception (and thus, low skill).

Pros

 * High mobility with MOV 6 and SPD 3+
 * Durable Strikers are 3+ Agility/ Dodge
 * No Special Abilities; Straight Foward Playstyle

Cons

 * Poor Skill
 * No Jacks (cannot Run Interference; some cards useless)

Unique Abilities
n/a

Run; Don't Pass
With your low skill, avoid passing. Instead, use your high MOV and SPD to run.

Ignore the Bonus; Run the 3-Pointer
Again, due to their low Skill, ignoring the Bonus point is recommended for most Veer-Myn Strike attempts. Use your high speed and movement to run a Guard into the enemy end-zone, clear the 3-point Strike, and take a shot where able.

Reserves
The basic Veer-Myn Roster is a decent one - a pair of Guards allow you to make Slams, and a decent amount of Strikers give you back-ups if a few are knocked off the field for some Rushes.

Cards
With no Jacks, cards are somewhat limited in use for a Veer-Myn team. They still have their use, but you may find better investment elsewhere.

Dice
Veer-Myn Strikers really benefit from Coaching dice. While you will get a bonus dice when attempting Strikes for being a Striker, your 5+ Skill will let you down. Increase your chances by rolling +1/2 extra dice to assure the shot will land.

Guards
Keepers are always handy - even if they have terrible skill (since you don't HAVE to attempt a punt; you can choose to scatter it instead). As soon as a Guard hits level 2, give him the skill, and stick him in your 3-Point Zone.
 * Fan Favorite
 * Grizzled
 * Keeper
 * Steady

Strikers
All Veer-Myn Strikers should roll on their Advancement table in the hopes of finding a 4+ Skill Roll, as that will RADICALLY change their Strike-Game.
 * A Safe Pair of Hands
 * Fan Favorite
 * Jump
 * Show Off