Throwing Team-Mates

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Djengis_Khan
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Post by Djengis_Khan »

yes, now I get it narkotic !

Thanks !
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Post by bluetooth »

We have decided that we use the following Oberwald house rules in future...

1 Throwing Team-Mates
- Var (a) You can aim directly at other players.

Maybe goblin could be useful now even in defence? :) Suicide attacks :)

2 Pass
- Var (a) Range penalties increase the target number, they don't subtract from the dice. As a result, they do not make a long bomb fumble any more often than a quick pass. Other modifiers (e.g. tackle zones, foul appearance) affect the dice roll and so may increase the chance of a fumble.

These should be useful for my Orc team :) Now TTM should have a bit better chance of succeeding, as fumble isn't as sure as before. What do you think of these?

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Post by Jerhod »

bluetooth wrote:1 Throwing Team-Mates
- Var (a) You can aim directly at other players.

Maybe goblin could be useful now even in defence? :) Suicide attacks :)
That rules! :D :D :D

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Post by narkotic »

bluetooth wrote:2 Pass
- Var (a) Range penalties increase the target number, they don't subtract from the dice. As a result, they do not make a long bomb fumble any more often than a quick pass. Other modifiers (e.g. tackle zones, foul appearance) affect the dice roll and so may increase the chance of a fumble.
Have you tested this rule? Believe me, after a couple of games your friends will want it to be changed back, as it makes 1-turn-TTM just too easy. Without the range modifying your TTM-pass, you do not need to set up your big guy at the LOS, so the inclusion of TZ into the fumble mod. also becomes void. At the end you need 2+, 2+ and 4+/RR (bonehead, non-failed TTM, landing) for a 1-turn-TD with a bashy team!

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Post by bluetooth »

narkotic wrote:Have you tested this rule? Believe me, after a couple of games your friends will want it to be changed back, as it makes 1-turn-TTM just too easy. Without the range modifying your TTM-pass, you do not need to set up your big guy at the LOS, so the inclusion of TZ into the fumble mod. also becomes void. At the end you need 2+, 2+ and 4+/RR (bonehead, non-failed TTM, landing) for a 1-turn-TD with a bashy team!
We have tried it, but still not with TTM. You may be right.

...but hey, if I get a chance to try (and even succeed in TTM scoring :D I'll give it a go. Then we can have another House Rule meeting ;)

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Post by gutterboy »

My gobbo team finished second in our league, and in a league where we're not allowed to buy stars or secret weapons.

The secret? Hurling goblins around the field at every given opportunity!

I'm lucky to have an AG5 goblin, so he lands pretty much every time. Get an ogre with leader/pro/pass and your chances of success increase dramatically.

Best of all though... is to let them think you're going to do a TTM, and watch them drop their entire team to the back line. That allows you to dodge out of the line of scrimmage (I LOVE stunty) and run rings round them.

As has already been said, throwing a gobbo to catch the ball on defence works wonders, or as a kamikaze attack at the box. But best of all is to just spray them all over the field. You'll never have a defensive line as a gobbo coach, but what you can be is really irritating and always under the opposition's feet.

Don't knock the gobbos- in the right hands they are a team to be feared. No, really!

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Post by gutterboy »

My gobbo team finished second in our league, and in a league where we're not allowed to buy stars or secret weapons.

The secret? Hurling goblins around the field at every given opportunity!

I'm lucky to have an AG5 goblin, so he lands pretty much every time. Get an ogre with leader/pro/pass and your chances of success increase dramatically.

Best of all though... is to let them think you're going to do a TTM, and watch them drop their entire team to the back line. That allows you to dodge out of the line of scrimmage (I LOVE stunty) and run rings round them.

As has already been said, throwing a gobbo to catch the ball on defence works wonders, or as a kamikaze attack at the box. But best of all is to just spray them all over the field. You'll never have a defensive line as a gobbo coach, but what you can be is really irritating and always under the opposition's feet.

Don't knock the gobbos- in the right hands they are a team to be feared. No, really!

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Post by Da Scum »

I can believe that, ask the TBBF, they hate playing Da Maggot Scum.

The Higher AG Gobs mixed with the pass/pro/leader ogre, or better still and ogre with an AG+ really makes the 1TTD a threat so much that they end up defending for it, breaking up their otherwise good defensive pattern. :smoking: (Now if only Accurate counted into that eh?)

Mind you the suicide throw to break up the cage is rather funny, I tend to use an "expedible" gob myself on that one. Since his crash landing doesn't count for a turn-over it does have it's merits.

Mind you, it can backfire...I've had the thrown twit drift back INTO the Ogre that threw him, which proceded to KO both players! :roll:

It's a weapon in your arsenal, be sure to keep it in mind.

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Post by Ithilkir »

And one of my Trolls on my Goblin team just got his second skill, a +AG.. Which combined with his first skill... +AG, gives me an AG3 Troll :D

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Post by bluetooth »

Ithilkir wrote:Which combined with his first skill... +AG, gives me an AG3 Troll :D
Whoa. A troll with AG3 :D Now that's something you won't see everyday. :D

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Post by bluetooth »

narkotic wrote: Have you tested this rule?
I did my first TTM throw today - and successfully :) Unbelievable - and fun :) This new house rule is great (as a TTM team manager of course ;)

You are right, though. Sooner or later there is going to be discussion about the rule, but for now - I enjoy it :)

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Re: THrowing Team Mates

Post by 50footDwarf »

I coach an Ogre Team, and THrowing Team MAtes allows me to score 2-3 times a game, plus everything the Goblins do on their own. An Ogre with Pro, and Pass if you're lucky, can be extremely efficient, just keep a TRR for the all-important landing. It is the most efficient way of scoring a one turn TD (I've done it in 3 consecutive turns).

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spp for throwing stunties

Post by slick_nick »

hi
what do you guys play regarding orges etc getting spps for chucking stunties?

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Post by Dangerous Dave »

No way should Ogres get SPPs for a successful TTM - others may disagree and at a pinch it could be OK provided the thrown gobbo has the ball - otherwise no way - its far too easy for the Ogre to get SPPs and there is no risk of a turnover.


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Post by bluetooth »

We thought about rewarding SPPs but decided not to for now...
...it could be a nice house rule though, but only if the ball is thrown with the goblin.

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