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leaping and cages
Posted: Fri Mar 05, 2004 7:49 pm
by Five Minute Lasters
why is leaping such a strong trait (skill?) against cages? it's not that you can you jump in the middle of the cage (can you?

)
Posted: Fri Mar 05, 2004 8:13 pm
by mawph
Yeah you can, you leap over 1 player (2 board squares) to get to a free square. If you can cancel out assists or even get a guard + leap player in as well then you can really break a cage. Still needs luck tho
Posted: Fri Mar 05, 2004 8:21 pm
by swilhelm73
If you want to attack the ball carrier in a cage you have three choices;
1) Attack the players on the outside of the cage and then next turn hopefully you can attack the ball carrier himself. This works ok for strength teams, not so well for agility teams who will get pummeled and probably fail in a couple of turns of a blocking war.
2) Dodge into the cage. In this case you can attack the ball carrier right away, but you are dodging through several TZs making this somewhat risky by causing a TO before you even throw a block.
3) Leap into the cage. One 3+ roll for an ag4 player and you can attack the ball carrier right away. Combined with strip ball and you will have a decent chance of knocking the ball lose.
Posted: Sat Mar 06, 2004 3:06 pm
by Five Minute Lasters
swilhelm73 wrote:If you want to attack the ball carrier in a cage you have three choices;
1) Attack the players on the outside of the cage and then next turn hopefully you can attack the ball carrier himself. This works ok for strength teams, not so well for agility teams who will get pummeled and probably fail in a couple of turns of a blocking war.
2) Dodge into the cage. In this case you can attack the ball carrier right away, but you are dodging through several TZs making this somewhat risky by causing a TO before you even throw a block.
3) Leap into the cage. One 3+ roll for an ag4 player and you can attack the ball carrier right away. Combined with strip ball and you will have a decent chance of knocking the ball lose.
there is only one problem to point 2 and especialy to 3: if you stand in the middle of the cage next to the ball carrier, he'll get assists!!! so how can this then still work properly?
Posted: Sat Mar 06, 2004 3:11 pm
by Five Minute Lasters
swilhelm73 wrote:If you want to attack the ball carrier in a cage you have three choices;
1) Attack the players on the outside of the cage and then next turn hopefully you can attack the ball carrier himself. This works ok for strength teams, not so well for agility teams who will get pummeled and probably fail in a couple of turns of a blocking war.
2) Dodge into the cage. In this case you can attack the ball carrier right away, but you are dodging through several TZs making this somewhat risky by causing a TO before you even throw a block.
3) Leap into the cage. One 3+ roll for an ag4 player and you can attack the ball carrier right away. Combined with strip ball and you will have a decent chance of knocking the ball lose.
there is only one problem to point 2 and especialy to 3: if you stand in the middle of the cage next to the ball carrier, he'll get assists!!! so how can this then still work properly?
Posted: Tue Mar 09, 2004 12:35 am
by reservoirelves
You can break the assists with other tackles zones, giving you a chance at a 1 die block.
Another leaper with guard can give you an assist, potentially giving you a 2 die block.
Even a 1/2 die block with Block, Strip Ball & a reroll gives you a good chance to knock the ball loose depending on the ball carrier.
Posted: Tue Mar 09, 2004 12:52 am
by Matsu
Five Minute Lasters wrote:swilhelm73 wrote:3) Leap into the cage. One 3+ roll for an ag4 player and you can attack the ball carrier right away. Combined with strip ball and you will have a decent chance of knocking the ball lose.
there is only one problem to point 3: if you stand in the middle of the cage next to the ball carrier, he'll get assists!!! so how can this then still work properly?
You use 2 players. The first comes up NEXT TO the cage and puts a tackle zone on 2 of the 4 corners. That negates their ability to assist (unless they have guard which is why you try to put guarders on the corners of the cage). The leaper then leaps from outside the cage to the spot between the 2 corners who have lost their ability to assist and throws the 1-die blitz block on the ball carrier.
With pro or strip ball, this has quite a good chance to succeed, because there are so few rolls involved (Leap roll, block roll). Now, getting to the ball and picking it up once it's bouncing around inside the cage is another issue entirely.
Here's the other thing to remember - even if the odds aren't particularly good, it's WORTH IT. As long as the rest of your team is set up to prevent the easy score, you should always take shots at the ball because eventually it's going to work and a turnover is far more valuable than just slowing down the defense and trying to prevent scores.
Posted: Tue Mar 09, 2004 1:52 am
by sangraal
Bloody wardancers do the leap thing to my Orcs everytime!!!
Only solution is either Guards(lots) or a cage that looks like 2 lines
of guys rather than a box.
Another thing mentioned is dodging into the cage ---- I have had a fair bit of success with Stunty guys doing this --- Skink with AG4 Block & Strip ball
especially.
Sometimes its best to do it with a stunty with no SPPs though
sangraal
Posted: Tue Mar 09, 2004 4:18 am
by BunnyPuncher
If a wardancer leaps into your guard cage, the odds are good he'll end up on his butt that turn or in yours... please remember that all leaping players should be fouled by the DP that lurks inside the cage with your ball carrier... Do this a few times and everyone in the league will stop leaping into your cages

Posted: Tue Mar 09, 2004 4:23 am
by Skummy
...and if they don't then they'll start losing their wardancers.
Both outcomes are acceptable.

Posted: Tue Mar 09, 2004 10:17 am
by Sharky2k
really awesome is an wardancer with str 4 and leap

Posted: Tue Mar 09, 2004 4:52 pm
by pfooti
the leaping cage-breaker is only really feasible with either ST 4 or Strip Ball. Strip ball makes the 1/2 die or 1 die block worth it. Natch, the leaper is going to get pounded on the next turn, but if your oppo is focusing on hitting the leaper, they're not focusing on getting the ball back.
Posted: Tue Mar 09, 2004 4:59 pm
by martynq
The ideal cage-breaker is a ST4, AG5 elf with Leap, Dodge and Strip Ball.
He can leap in on a 2+, remove the ball and dodge out on a 2+ also.
Martyn
Posted: Tue Mar 09, 2004 7:44 pm
by pfooti
Don't forget picking up the ball. That's a tough bit. No, the ideal cage breaker is a Gutter Runner with AG5, Dauntless, Horns, Strip Ball, Leap and Big Hand. Between Dauntless and Horns, he gets a 2 die block, big hand gives him a 2+ to get the ball.
Actually I guess you need two gutter runners, a leap, dauntless, horns, strip ball one to knock the ball loose, and a leap, big hand, neves of steel one to get the ball and huck it out of there.
Posted: Wed Mar 10, 2004 11:08 am
by Bifi
What about my +1 ST Frenzy Strip Ball Wardancer?
Nevertheless, I'm having problems with breaking dwarf and orc cages (Guard, Tackle, Sure Hands).