1 turn wardance

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duff
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1 turn wardance

Post by duff »

Any thoughts on how to stop a wardancer with 2 movement upgrades and sprint (Thats a strength3 leaping Blodging 1 turner!) :o

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Zombie
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Post by Zombie »

Set up deep and hope he fails a roll, or start lobbying so that they make one-turners illegal (e.g. by making MA go to 9 max, or changing or dropping the sprint skill).

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Post by Balrog »

Setup deep, wait until he fails a roll, then foul him!!

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Post by DoubleSkulls »

In team development Pass Block, especially combined with diving tackle ought to help.

Other than that, wait for him to fail something and then kill him. You do have a dirty player don't you?

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Post by Democritus »

It depends on what race you play.
If you have a fast team, use shadowing. He has a MA 10 and you could have MA 7 players with shadowing. Then you have 33% to keep follow him, 42% if you had MA 8.
It won't stop him, just make it a little harder, add tackle and diving tackle to be more sure.

If you play skaven or chaos you have some mutations that might help:
Prehensile tail and tentackles.

But then again, it is not much you can do to stop him, just hope he make a mistake.

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Post by kaboom »

just kick his ass evry turn(dirty player?)

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Post by Mirascael »

Just try to defend as normal. If your opponent risks one-turning, capitalize on the eventual failure. What are you scared of? The Wardancer doesn't have Catch, he doesn't have Sure Feet, he will cost many RRs and even then he will fail frequently on his one-turning attempts. And just enjoy your offense when one of your opponent's Wardancer can neither Tackle, Strip Ball nor Side Step. I'd say Sprint on that Wardancer might cost your opponent more games then it will win for him.

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Post by Zombie »

And what do you do when two games from now, he has sure feet, and 5 games from now he has catch as well?

One-turners should be banned, period. Not so much because they're too powerful (even though they are), but because they make the game no fun for either coach. Roll a couple dice and win or lose by those. No tactic involved. Good times. Yeah right.

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Post by Dark Lord (retired) »

Option #1. Get some linemen with tackle. Set up deep and force him to dodge at least twice, foul him with dirty player when he goes down.

Option #2. Choose to kick, let him score, score on turn 8 of both halves.

Option #3. Hit his linemen hard to force him to play his one turner on defense in the second half. When he does play "keep away" with the ball until you have injured the one turner. Or just spend the game ignoring the ball in favor of killing his one turner.

Option #4. Whine like a baby about his tactics until the rules are changed to totally penalize any team improvements at all.

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Post by Skummy »

And what do you do when two games from now, he has sure feet, and 5 games from now he has catch as well?
Boo Hoo. Plenty of teams have the ability to score in one turn. Legislating it away is as misguided as trying to eliminate stalling. The Wardancer's easier to handle than a Gutter Runner with the same ability, since his coach probably puts him on the field on defence. Dark Lord's advice is solid. (Except for #4) :lol:

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Post by Zombie »

Dark Lord wrote:Option #1. Get some linemen with tackle. Set up deep and force him to dodge at least twice, foul him with dirty player when he goes down.
He has leap. You can't force him to make anymore than a single 2+ dodge. And unless you've got a lot of guys with tackle, he'll be making that dodge against a tackle-less player.
Dark Lord wrote:Option #2. Choose to kick, let him score, score on turn 8 of both halves.
That would make it 2-2 at the end of both halves, since he'll get to score after one of your TDs, with one turn to do it. So even if you execute everything perfectly for 16 turns, and his other wardancer doesn't grab the ball during all that time (i.e. everything works perfectly), it's still a tie. If anything goes wrong, you're doomed.
Dark Lord wrote:Option #3. Hit his linemen hard to force him to play his one turner on defense in the second half. When he does play "keep away" with the ball until you have injured the one turner. Or just spend the game ignoring the ball in favor of killing his one turner.
Won't work. You don't have to field 11 players anymore. He could keep the guy on the bench on defense as long as he pleases.
Dark Lord wrote:Option #4. Whine like a baby about his tactics until the rules are changed to totally penalize any team improvements at all.
What tactics? A 5 year old could figure out how to score in one turn.

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Post by Zombie »

Skummy wrote:
And what do you do when two games from now, he has sure feet, and 5 games from now he has catch as well?
Boo Hoo. Plenty of teams have the ability to score in one turn. Legislating it away is as misguided as trying to eliminate stalling. The Wardancer's easier to handle than a Gutter Runner with the same ability, since his coach probably puts him on the field on defence. Dark Lord's advice is solid. (Except for #4)
And what about my second point (the one you didn't quote)?

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Post by Dark Lord (retired) »

Dark Lord wrote:Option #2. Choose to kick, let him score, score on turn 8 of both halves.
Zombie wrote: That would make it 2-2 at the end of both halves, since he'll get to score after one of your TDs, with one turn to do it. So even if you execute everything perfectly for 16 turns, and his other wardancer doesn't grab the ball during all that time (i.e. everything works perfectly), it's still a tie. If anything goes wrong, you're doomed.
I'm not even sure we play the same game. If he can survive a 16 turn onslaught with woddies then something is wrong with the house rules.

Dark Lord wrote:Option #4. Whine like a baby about his tactics until the rules are changed to totally penalize any team improvements at all.
Zombie wrote: What tactics? A 5 year old could figure out how to score in one turn.
But apparently a five year old can't figure out how to stop it.
Never had trouble with it around here.

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Re: 1 turn wardance

Post by Colin »

duff wrote:Any thoughts on how to stop a wardancer with 2 movement upgrades and sprint (Thats a strength3 leaping Blodging 1 turner!) :o
I vote for using a land mine! If that fails, a tactical nuke! :wink:

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Post by Skummy »

Zombie: Was your second point that they're no fun? Some coaches enjoy it, just as some coaches enjoy caging and taking 8 turns to score, or enjoy fouling a lot. I'm not going to tell them they can't or advocate that this be outlawed becasue I don't like it. It's a legit tactic and it has been for some time. Are you really saying that you think the only way you can score in 1 turn should be through throw teammate?

A 1 turn team still has to recieve the ball, pick it up, get it handed off or thrown to them, make the catch and make the leap/go for its. It's not a given. Most of the Skaven coaches I respect the most on this board don't even advocate trying for a 1 tuner on your first doubles roll.

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