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How to prevent a Frenzy player to be pushed into the crowd

Posted: Fri Feb 20, 2004 1:10 pm
by Bifi
... after he pushes someone out. Maybe there was a thread like this before.

Any advice?

Ta

Posted: Fri Feb 20, 2004 1:12 pm
by VoidSeer
Get side-step or stand firm

Posted: Fri Feb 20, 2004 1:15 pm
by Cooper
or push them out with a blitz, so you can walk further...

or protect them...
or make sure there is no-one left to push...
W

Posted: Fri Feb 20, 2004 1:16 pm
by mepmuff
Put one guy directly beside him, preventing a one-guy push out. If possible try to position other players in a way that blitzing him out with two players becomes a hazardous enterprise.

Code: Select all

one-guy push

-------
  f
  b

two-guy push
------
  fo
 bd

f= frenzy guy
b= blitzer
o= offensive helper
d= defensive helper

Posted: Fri Feb 20, 2004 1:27 pm
by Tim
Many ways to do this:

a, get standfirm or sidestep
b, if you blitz and have movement left, move away from the sideline, even with a gfi.

both kinda obvious and pretty secure.

c, cage the player with two other players (F= Frenzy):
|.X
|F.
|.X

Pretty secure, but binds lots of your players close to the sideline. Dangerous if you are not outnumbering your opponent. Not advisable if other team has frenzy in range as well.

d, protect the player by one other player:
|..
|FX
|..

By this, the opponent needs at least two players to push your frenzy player out. One of them has to be put next to the sideline to block the possible push-to square and is a likely victim for a pushout next round. IF X has guard, your opponent will need a guard or a player with greater STR to avoid a 2d-against block. Not very safe though.

e, Make him use the blitz elsewhere by providing a better target or binding up all players in range with TZs.


EDIT, damn guys you are too fast :wink: Can't do one phone call during posting without most answers gone ...

Posted: Fri Feb 20, 2004 1:32 pm
by MadLordAnarchy
Tim's d option is the one I've seen most but BB coaches are just so brutal that they are willing to tie up a couple of players just to knock someone out of bounds.

Posted: Fri Feb 20, 2004 1:41 pm
by kadu-c
Avoid the sidelines...

I read that in a chinese biscuit... I don't see the meaning... :roll:
:lol:

Posted: Fri Feb 20, 2004 2:06 pm
by ScottyBoneman
MadLordAnarchy wrote:Tim's d option is the one I've seen most but BB coaches are just so brutal that they are willing to tie up a couple of players just to knock someone out of bounds.
I am definitely in that group, particularly with my Undead. Not only do I get the chance to reduce the count on the field, maybe the next drive.

More importantly, very often I get to place Zombies over prone players with real ability. This is classic 'pinning to the boards' stuff. In the scenerio 'D' discussed you can't get the player out on that turn, but it is not difficult to get 2 prone players with 2 Zombies keeping them totally out of the drive. To be able to stand up, they have to either dodge into a TZ, take a 2-die DEF choice blitz, or a stand one and take a 1-Die blitz. Means they can't use their Blitz whereever the ball is, and gives a strong chance of 2 players standing up waiting to be knocked out of bounds.

Posted: Tue Feb 24, 2004 12:19 pm
by Bifi
MadLordAnarchy wrote:Tim's d option is the one I've seen most but BB coaches are just so brutal that they are willing to tie up a couple of players just to knock someone out of bounds.
Yeah but it might not be the optimal solution. I have also heard that crowd injuries are hard to heal.

Posted: Tue Feb 24, 2004 12:29 pm
by grotemuis
even better than
------
f
l

is

-----
f

l

it is more difficult to do this
------
of
xlb

b is a blitzer who wants to blitz the frenzier of, x is open space

Posted: Wed Feb 25, 2004 3:17 pm
by Wonder
And maybe

Code: Select all

|..x
|f..
|..x
might be a good idea.
Your opponent will have to setup 2 additionnal guys like that :

Code: Select all

|SSx
|f..
|B.x
(opponent in caps ; S = Support ; B = Blocker)

If he does, he gives you even more guys to hit near the sideline.

[/code]