Anti-OT Defense Strategy

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grotuk
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Anti-OT Defense Strategy

Post by grotuk »

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

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Post by Gus »

link doesn't work.

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I do it for the pun of it !
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grotuk
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Post by grotuk »

Have you got flash?

[edit] http://www.telefonica.net/web2/grotuk/antiOT.jpg
This one is an jpg image... poor quality. Enjoy

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Post by noodle »

Erm... Why not advance the defence by one square making the OT scorer make one more dodge like we have since '98 :wink:

(sorry that sounded terribly smug - drinking at lunchtime you nkow!!! :o )

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Post by DarkHorse »

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

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Post by DarkHorse »

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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Post by grotuk »

Ok, if you move forward only one square each player, the other Gutter Runner can help to make a blitz whit the OT and make the TD more easy.

In other way if the opposite player dont make and OT play, you can move forward all your line... and remake the defence.

Grotuk

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Post by noodle »

That depends on skills of course - you are asking a gutter runner to blitz after all!

AND you are asking the other gutter runner to go for it...

Its all dice rolls and depends on your team make up ;)

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Post by grotuk »

Sure... all depends on each ones "make up" of the team.. but this can be a perfect base scheme.

Grotuk

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Post by grotuk »

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 :P

Thanks for the advice

Grotuk

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Post by DarkHorse »

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 :P

Thanks for the advice

Grotuk
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.

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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Post by grotuk »

Hi again:

The play creator it's not mine... some flash-programmer must be a bloodbowl fan.. but not me :P

My line-up is for a generic players... maybe you visit the wrong link :wink: check the second one, the jpg file...

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Post by DoubleSkulls »

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.

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