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Playing at a Numerical Disadvantage
Posted: Thu Jul 22, 2004 6:50 pm
by falconeyed
I'm slowly starting to learn to play at a numbers disadvantage ... being a man or two (or three) down at some point in the game. To everyone out there ... what are some general strategies and things to look for when playing at a numerical disadvantage?
I would think that you'd have to lean more on your skilled players and try to keep them out of the scrum as much as possible, but assuming you do this and you're able to win the ball, you're so deep in your own zone that there may not be that much to do.
I'm curious at to what others' experiences have been. How do you deal being at a disadvantage?
Thanks.
Posted: Thu Jul 22, 2004 7:20 pm
by Joemanji
Tough one. Against a skilled coach, even a one man disadvantage can give you a mountain to climb. It also depends on the situation. If it is the second half and you are winning, you might consider letting him score. It is easier to attack with a numerical disavantage than it is to attack. You might also lean this way if you have a few players KO'd who could come back.
There are two main options ... stand off totally, and try to delay the opposing team as much as you can. Or else go crazy, and try stupid dodges etc.

Teams that suffer CAS tend to have agile players that can do amazing things, so just go for broke!
The best advice though is: be lucky. Playing men down, you have to get some luck from the dice, or else you are finished.
Posted: Thu Jul 22, 2004 7:32 pm
by Nick-O
That is a tough one. There's not really a whole lot you can do differently... you are usually just taken out of your game, so to speak. I would say the best strategy is prevention, by which I mean make sure you have enough players on your roster so that you are never down players for more than a few turns. Let them score quickly to get your KO's back, as mentioned. Stay spread out, and don't get into blocking matches unless you have the tougher team and think you can even the odds. Basically, the only chance you really have is to play mistake free and hope you can capitalize on an opponent's mistake our bad break...
Posted: Thu Jul 22, 2004 8:15 pm
by TuernRedvenom
Don't foul as it gives him a chance to send of another one of your players and takes the IGMEOY from the opponent giving him another incentive to foul you to hell. Keep going for the ball as long as you have a realistic chance to get it loose ie not vs a 4 mummy cage

. Don't, don't, don't get surrounded. Leave a way to dodge out and always try to force him to spread his guys out over the field. If things get really dire try to take out his dirty player(s) at all costs and leave all your players prone once you have done so. Lame, but necesary sometimes. But this is for elves, for teams like dwarves probably do the exact opposite or something.
Posted: Thu Jul 22, 2004 9:25 pm
by Duke Jan
You have to keep one guy out of harms way. Untill you get down to 3 players. Block 2db his choice, but always keep an escape route. Blitz ball carrier with player 1 pick up and pass with player 2 catch and run towards EZ with player 3.
Posted: Fri Jul 23, 2004 8:01 am
by Grod
If I have more players on the field than my oppontent, I try to spread my players around the field, to force my opponent to do the same. Pretty quickly some weak points develop.
In the same way, if you are at a numerical disadvantage, try to keep your players together, in the centre of the field. Dont send players into the backfield behind an opponents cage. Keep your players in front of his, and especially in front of the ball. Play patiently and delay the opponent as much as possible. Dont go for the ball on every turn, but wait for an opportunity to develop of itself (ie a mistake from opponent). Try to force your opponent near the sideline where he can't use his numerical superiority so effectively.
Posted: Fri Jul 23, 2004 8:35 am
by Yavatol
Actually I disagree. If you are outnumbered and keep your players together it is all to easy for your opponent to surround them and mop them up. You will have to spread them out. Make sure you have always a path of retreat. Put some pressure on the ball, and be ready to capatilize on a mistake of your opponent. Even if you have only two players left and both are next to his ball carrier he can only blitz one away. And when you are in a torunament always keep an eye out for those slim chances of success, and go for it when the opportunite arises.
Posted: Fri Jul 23, 2004 8:47 am
by mepmuff
In such a situation it's always crucial to realize the strengths and weaknesses of your team. If your players are equiped for it you can:
1) Force your opponent to make as much rolls as possible (effective if he has few rerolls). You can do this by putting TZ's on his players or making sure he has to dodge to score.
2) Always keep a threat alive. Keep one player in a position so that if you manage to get him the ball he can get out of reach from your opponent immediately. If your opponent responds to this thread he will do so with more than one player, thus diminshing his numerical advantage.
3) Go for the unlikely play once in a while. Just go for that 5+dodge-2dieagainstblock-6+pickup-5+dodge play. It might not work, but it will at least keep your opponent on his toes. Hey, you might even hit a play with a one-in-a-million chance of succes!
4) Go for revenge. Use all your players to get his most expensive ones in the dead and injured box. This will force your opponent to be very careful with his positioning, giving you more room when you do go for the ball.
Posted: Fri Jul 23, 2004 10:03 am
by sean newboy
Spread out and the only thing on your mind should be the ball, protecting it or going after it.
Posted: Fri Jul 23, 2004 1:34 pm
by dendron
1) Force your opponent to make as much rolls as possible (effective if he has few rerolls). You can do this by putting TZ's on his players or making sure he has to dodge to score.
I dissagree beeing in tackle zones with a few players down gives the oppponent to put some more players out off the game.
But I think I depends the teams that play against each other. I would would only allow the opponent one block each turn and that is his blitz. As his is moving ahead drop back.
If you playing an agile team against a running team try to get two players on the back of his cage to force him into errors. Try to keep the rest of your player (appart the two) so that he cannot hurt more.
Running against running. There is the only chance to run. Let him score and win the game but not hurting more of your players. I know it's not sportsman like but I think you want to keep your team alive.
Agile against agile. He was only lucky to out number you so go for revange!
Posted: Fri Jul 23, 2004 2:35 pm
by kithor2002
Yavatol wrote:Actually I disagree. If you are outnumbered and keep your players together it is all to easy for your opponent to surround them and mop them up. You will have to spread them out. Make sure you have always a path of retreat. Put some pressure on the ball, and be ready to capatilize on a mistake of your opponent. Even if you have only two players left and both are next to his ball carrier he can only blitz one away. And when you are in a torunament always keep an eye out for those slim chances of success, and go for it when the opportunite arises.
I would do the same.

Posted: Fri Jul 23, 2004 11:31 pm
by VorTeX
Depends on how many players you re are down and which team you re playing. For example Woodies are able to score with even 4 oer 5 olayers on the field.
I tend to play very risky when i am some players down. Just going for all or nothing. This way your oppenent will be surprised in some situations. I ll try every chance to blitz the ballcarrier even if it needs some real hard dice rolls. And there were many games where this thing succeded and left my opponent stay behind with wide open eyes.
I ll just go for the "what do i have to loose" thing. Not everyones type of play i know....
Posted: Mon Jul 26, 2004 8:29 am
by Aksho
If I´m in front with one or 2 TD I do everything to slow his game down to give him no Chance to score. With DE it works quite well because Armor 8 is ok. With Woodelves and Skaven I would take more risk and still try to outscore with just a handfull players left.
If its an open game and everything is still possible I try to foul 1 time to maybe send one player off and or try to hit a weak armored player so the other team also hasn´t got all players left.
When playing DE I never let the other Team making more then maybe 1Block and a Blitz so his chances to hurt anotherone are weakend. Spread out if you are agile btw. more agile. If you are not stop him where he could break through and if you are playing dwarfs, Chaos or Orks form a good but small cage and try to take still some Blocks on him if you have the ball.
If all is lost and you will not be able to score and 2 TD behind try to keep your Team alive and do nothing else but protecting your Team from beeing wounded.
mfg Bernd
Posted: Mon Jul 26, 2004 10:13 pm
by falconeyed
I've been playing Orcs in my first season, and I've found myself playing the strongest teams in the league out of the gates. As a result, I find myself giving ground with the intention of giving the opponent additional time to make bad rolls (which was suggested above).
The problem is, when I manage to recover the ball while down, I haven't had the foresight to at least have someone downfield to fling the ball to.
I guess the best answer is to just adopt the "bend but don't break" approach ... make timely blocks, give ground, and then try to use the short field to my advantage.
Posted: Tue Jul 27, 2004 7:57 am
by Brokje
However, if you try to do those 5+ dodge, 2-die block, 6+ pickup, 5+ dodge move, put your other players in a most profitable position first!
First the low-risk actions, the higher-risk should wait for the last. And try to save your precious reroll for that particular move...