How to stop a 1TTD Gutter Runner?

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

stormmaster1
Star Player
Star Player
Posts: 589
Joined: Thu Jun 02, 2005 3:51 pm

Post by stormmaster1 »

mattgslater wrote:Not sure about that. In a lot of contexts, a 3-4 loss is better than a 1-0 win. More SPP, for instance.
Good point. The main aim of Blood bowl is to gain SPPs and skills. not to win games :lol:

Reason: ''
User avatar
Funksultan
Veteran
Veteran
Posts: 167
Joined: Thu Jul 05, 2007 2:27 pm

Post by Funksultan »

stormmaster1 wrote:
mattgslater wrote:Not sure about that. In a lot of contexts, a 3-4 loss is better than a 1-0 win. More SPP, for instance.
Good point. The main aim of Blood bowl is to gain SPPs and skills. not to win games :lol:
ROFL, that made coffee shoot outta my nose. Awesome. Now everything smells like coffee.

I maximize my SPP against rats with the Injuries. The side benefit is there's a pretty good chance I can weaken their team. Lovin the BLOOD!

Reason: ''
User avatar
mattgslater
King of Comedy
Posts: 7758
Joined: Thu Dec 15, 2005 5:18 pm
Location: Far to the west, across the great desert, in the fabled Land of Comedy

Post by mattgslater »

Well, I often walk away with a 1-0 win feeling like I could have done better. I've never been scored on four times in one game, but I've lost 2-3 twice, and if I had to tell you my top five Blood Bowl memories, I'd say one of them was definitely up there. For some reason, while I've played some epic 1-0 games, they never leave the same feeling.

Besides, I seem to remember the original post mentioning a 3-3 tie. Which is way better than a 0-0 tie.

That really leads to the trick for handling the 1TTD. Turn the ball over, make him roll dice, hurt him worse than he hurts you. See, I think you're doing it right if you're tying 3-3 against a 1TTD machine, he's trying it every time, and he's always having to roll dice. It's not going to work every time, just because it worked three times in a row. You kind of have to see any 50/50 score-or-die proposition as a success for the defense, and if three of them happen in a row, 7:1 that won't happen next time.

That really deep setup (out of ST3 blitz range) is great on Turn 8. Otherwise, I'd go close in. Not necessarily a stacked line, but a conventional D. That way you're not hosed if he doesn't do it. Remember, the best defense against a 2TTD is backfield penetration, and Skaven are a top-notch 2TTD team, up there with Pro Elves. So if you take away his 1TTD game, you can't open yourself up to his other avenues. Make him try a series of die rolls, either nasty blocks and dodges or a leap and a dodge against Tackle or DT. Take lots of positioning skills to make him Leap.

If he does it and it works, smile, beat him up and score a tempo TD, either holding on if your pounding starts KO'ing SVs/RO/skilled players, or scoring as fast as possible if you're not giving him KO rolls (casualties are great, but don't count towards this), or if you take a KO yourself. Then set up again, and he'll try to score, and if he tries a 1TTD and it works you're back to pounding him, and if it doesn't, congratulations on your lead. If you're kicking to start the half, make sure you score in Turn 8. You'll have lots of close, exciting games and win the occasional blowout if his 1TTD guy fails the first time.

What you need: an O Thrower for tempo, preferably with Accurate and KOR. A DT Goblin (great against Skaven). As much Tackle, SF/SS and Mighty Blow as you can get your mitts on. At least one or two Guards (more = merrier), but Guard is really an anti-bash skill on Orcs. If you can get a Grab BOB, it'll help you with your tempo TD.

Further advice: hang in and play games, with the 1TTD stop being something you strategize for and the "Agility" team something you build for. Coaches who get dependent on 1TTD are dependent on AV7 and d6 rolls, and that kind of cheese tends to get moldy if it gets too much surface exposure to grass. So maybe in 10 games he'll be playing a 2TTD game instead, huh? And all those SPP tied up in one guy....

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
Carnis
Super Star
Super Star
Posts: 1124
Joined: Thu Apr 09, 2009 8:50 pm

Post by Carnis »

If its about general play, then I find it best to go for the 2-1 grind.

On your own offence, stall 8 turns, while using dirty player & mb/piling on repeatedly to kill his team. Cross fingers, when he 1TTDs, only about 50% chance to succeed. If he does, you just gotta win on defence (this is why you STILL fouled on T7 when he had only 3 players left on the pitch) by killing his entire team on offence, or play for a draw (or an overtime win, if those rules are used).

If he fails his 1TTD, and you happen to turnover the ball you can instantly go for the 2-0, and an over-all 2-1 or 3-0 win..

Reason: ''
Jural
Legend
Legend
Posts: 2112
Joined: Thu Apr 21, 2005 2:49 am

Post by Jural »

In short leagues, especially near the start, a 3-4 loss can be worth much more than a 1-0 win. I think to my Chaos Dwarves, and getting Block and Break Tackle on one of my Bull Centaurs is paramount to being successful. If I can basically make that happen in Game 2 (or 1!) instead of Game 5 or later, I'll do better.

That's the funny thing about scheduled leagues, it is really critical the order you play your games in!

Reason: ''
Post Reply