Tactics

Setup
This keeps one Striker and one Guard in reserve, and sets up a decent hammer opening. If the enemy sets up on the line, look to spend 3 actions to get both Jacks on a weak target (ideally an enemy Jack) and Slam them with one of your Guards. The -2 dice penalty from being outnumbered will hurt and potentially give your Guard +1 XP for taking the target out for 3+ Turns, and possibly even score an Achievement (which could earn an additional +1 XP).
 * Have one Guard defending your 3-pt strike zone (aka your Keeper)
 * Have three Jacks on the Midline
 * Have one Striker on the mid-line (your passer/ scorer) 2 hexes back from the middle Hex

After that attempt you have two actions left for you to consider using. Decent options to consider are:
 * Buy a Card
 * Have the Guard re-Slam their Victim, or Stomp them if they are down but not out, if they are still penalized by your Jacks
 * If no opponent obstructs the 2-point hex near the ball, its possible to gain a 2-point advantage on turn one. Have your Striker run for the Ball (their placement will put them within 4-Hexes of all the spots the Ball could go, excluding the wall rebound). If they double the pick-up make a free Run to the nearest 2-Point Hex. Use your final action for a throw.