Anti-OT Defense Strategy
- grotuk
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Anti-OT Defense Strategy
Hi:
All we have a lot of problems with the OT players (usually in the skavens team).
In order to minimize the possibility of success, in our home league we use the Anti-OT
that's so good cause forces to the OT player to make 2 dodges (the first with -1 ande the second one with +0, plus another two of GFI, or 3 of this one).
It doesn't cancell the OT but it's better than others, cuz no one can blitz to your players making a wonderfull hole for the OT.
I hope u find this as a useful defense.
Grotuk
All we have a lot of problems with the OT players (usually in the skavens team).
In order to minimize the possibility of success, in our home league we use the Anti-OT
that's so good cause forces to the OT player to make 2 dodges (the first with -1 ande the second one with +0, plus another two of GFI, or 3 of this one).
It doesn't cancell the OT but it's better than others, cuz no one can blitz to your players making a wonderfull hole for the OT.
I hope u find this as a useful defense.
Grotuk
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- grotuk
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Have you got flash?
[edit] http://www.telefonica.net/web2/grotuk/antiOT.jpg
This one is an jpg image... poor quality. Enjoy
[edit] http://www.telefonica.net/web2/grotuk/antiOT.jpg
This one is an jpg image... poor quality. Enjoy
Reason: ''
- noodle
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If the OT team lines up like that, then your defense is good. If I saw that defense though, I would make one small change that would still give me a high percentage shot at the OT score. Simply move either OT threat to the interior of the line, next to the big guy. That gives two assisted blocks against 9 & 11 or 10 & 11, and a clear path to the end zone, right up the middle.
However, if you line up your orcs just a little different:
_ _ _ _ b L _ g _ L b _ _ _ _
_ _ z _ _ _ _ _ _ _ _ _ z _ _
_ b _ _ z _ _ _ _ _ z _ _ b _
b = black orc
L = line orc
g = big guy
z = blitzer
...then the OT team gets no assist advantages anywhere useful (barring Guard, of course) and still has to dodge twice to score. If your wide BoB's have Tackle, so much the better.
Just my .02
However, if you line up your orcs just a little different:
_ _ _ _ b L _ g _ L b _ _ _ _
_ _ z _ _ _ _ _ _ _ _ _ z _ _
_ b _ _ z _ _ _ _ _ z _ _ b _
b = black orc
L = line orc
g = big guy
z = blitzer
...then the OT team gets no assist advantages anywhere useful (barring Guard, of course) and still has to dodge twice to score. If your wide BoB's have Tackle, so much the better.
Just my .02
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By the way, angelfire doesn't allow direct external linking. You have to type in www.angelfire.com/magic/mixx, then you can get to it.
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- grotuk
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- noodle
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Yes, I drew it from the example on your web site, in which you had orcs lined up. The ST4 black orcs on the corners make it possible, but you are right, it depends on your team composition.grotuk wrote:Darkhorse.. I study your line up.. and maybe it's better playing with Orc's and a BG... but the other one it's usefull with all races... includin' gobs and halfs![]()
Thanks for the advice
Grotuk
Your Play Creator is a nice tool, by the way, I think I will get a lot of use from it.

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- grotuk
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- DoubleSkulls
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The back line needs pushing forward a square to add an extra dodge in.
However I'd not defend like that unless it was the last turn of the half. Mainly because a sensible player will forget the one turn and take the easy 2 turn score instead (your back line can't get far enough forward to stop the cage if its formed 3 squares in).
You are better off (IMO) just leaving 2-3 players deep so that should the one turn fail you can secure the ball and foul the one turner.
However I'd not defend like that unless it was the last turn of the half. Mainly because a sensible player will forget the one turn and take the easy 2 turn score instead (your back line can't get far enough forward to stop the cage if its formed 3 squares in).
You are better off (IMO) just leaving 2-3 players deep so that should the one turn fail you can secure the ball and foul the one turner.
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Ian 'Double Skulls' Williams