Of course they want to stall as long as possible. But it is always easier to stall when you are already deep in the opponent's half. Less chance for the cage to be stopped and you having to break out with a subcage which is always risky.ianwilliams wrote:Do many bash teams really want to pound up the pitch that quickly? IME most are more interested in 8 turn drives to cause maximum pain and control the clock. So offering a quick TD as a flair team can be a way to get bodies back onto the pitch (extra KO rolls) and a chance to score more yourself. Also quick TDs tend to be risky TDs so by spreading their team more you often create more opportunities to get to the ball.Funksultan wrote:C seems needlessly dangerous, as they really only have to set their best blocker to take out the middle lineman, and they then have a 3-wide lane to drive through and cage up deeper into your half than they really should on turn #1.
In BB, a 3-wide lane might as well be the autobahn to TD-ville.
Normally I'll use A. Sometimes I'll go C - generally if I want to spread the play or they've given me good reason to spread (e.g. multiple block players). When you are flair C can also be handy to minimise the impact of the odd tentacle, diving tackle or p. tail player.
The 3-man symmetrical ST3 defensive line poll
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