Template:Harriers Tactics

In The Main

 * A problem DARP Quidditch has is the players don't interact enough; so the Germans need to be a complete and utter network. It's going to be a new thing, I reckon it'll be almost revolutionary, but it's gonna take some work from us users too.
 * These guys have a home language advantage, use it. They can talk fluently across the pitch and the other side might be disoriented by the loud voices.
 * Trust is important, these guys trust each other and that needs to be shown in the way they play.

Rica / Leif

 * The double team, these two are the real weapons that can bring great damage to the other team. They'll need to be communicating to both attack and defend as the case may be, or forward a bludger when the other is too far away.

Possible Tactics

 * Dopplebeater Defence: Their combined power is something to be feared, and this really helps teamwork and directing the bludger too hard and too fast to block it. Because the other time are likely less directive, they are unlikely to be able to repeat this to return to sender.
 * Bludger Backbeat: The backhand bludger, a great idea; people who are behind the beaters always think they're safe, but whoops, wrong. Combine this with Dopplebeater Defence and you have a potentially deadly move. It may also give the impression that they are drunk, causing the opposing side to soften up.
 * Forwarding Bludgers: So, say, the seeker is at the other end and both bludgers are with Rica. Rica hits the bludger closer, which is then retrieved by Leif who can get a better shot, or vice versa.
 * Prioritising targets: If an apposing chaser moves to block the chaser is the biggest threat. If there's a particularly annoying beater let one occupy them while the other smacks one home to their broom. Who cares where you hit the opposing seeker as long as they don't catch the snitch? Doppelbeater and Backbeat are good here. As for keeper, knock them off for an open goal.

Vilkaute/Julchen/Sarohilde

 * The chasers are the heart, the points they score often matter a lot - so naturally they need to be very well connected.

Possible Tactics

 * Transylvanian Tackle: This small but deadly move is hard to pull off - but at least Vilkaute, I think, would be nimble enough to pull it off.
 * Body Blow: Julchen and Sarohilde close in on the opposing chaser, while Vilkaute slips ahead to retrieve it. As soon as the player is disoriented, Julchen and Sarohilde back up Vilkaute wherever possible.
 * Behind The Goal: One chaser scores when another one is behind the goal to retrieve it and pass back. If done right this could cause a chain reaction of goals.
 * Porskoff Ploy: Likely Vilkaute flies upwards, with Julchen and Sarohilde ready to recover; a lot of communication needed. The other team does not speak German.
 * Check: Watching where the ball is going and being ready to intercept a pass is vital to any game.
 * Passing: Communicate. Pass to confuse the other team, pass to the player in the best position. This makes it harder for an opposing beater to knock out a vital chain link as all the chasers are well connected.
 * Formation Looping: As well as making Chasers a harder target this also gets them closer to the goal; win-win.
 * Hawkshead Attacking Formation: This move is fierce and something they could emulate. The Harriers are described as "fierce as a dragon and twice as clever", this should be up their alley.
 * Reverse Pass: A la Backbeat Bludger, this could easily be used to throw off the opposition. Communication needed for accurate passing.

Gilbert

 * The sweeper defending his hoops, needing to deter threats.

Possible Tactics

 * Double Eight Loop: Hard, fast, simplistic and effective - easy enough for Gil.
 * Starfish and Stick: Although quite dangerous, a 6'3" Gilbert would easily block the hoops in this manner.
 * Finbourgh Flick: Generally a chaser tactic, but could theoretically be used to hit goals away.

Ansel

 * The most important man on the pitch - win or lose, life or death.

Possible Tactics

 * Sloth Grip Roll and Twirl - As a Seeker these avoidances could well come in handy.
 * : Harder to reach as a target; faster dive, and in the end a hopefully faster snitch catch.
 * Wronski Feint: Make an old enemy eat dirt.