Doing time...

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Dark_mauri
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Doing time...

Post by Dark_mauri »

Hi, whats up?

People, Im writing this 'cause i have problems doing time with my woodies. I usually find myself scoring a TD 2 turns after ive got the ball, but this have a little problem, it lets 6 turns to the other team to score.
I know that the solution to this problem is to have a good defense, but I dont know very good how to do that. Im playing bloodbowlfor only 5 months, and i know that i have to trust in the power of my WD, but Im a little afraid of let him in the middle of a cage.
Please, could you write some defense tips, and some startegies about how to do some time wit the ball.
See you in the field!!! :lol:

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Scotty M
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Post by Scotty M »

A good defense tatic is get the kick skill. so you can place the ball way in his backfield to take up his time and the cage will form later in the game giving you the chance to blitz with your WD's and not have to be in a cage to do so.
Elves can break easily but the wont always so take the chance and blitz into that cage. A WD is hard to knock down with the Blodge skills and with sidestep can get him out of the cage after one or two blocks on him.
If you are going to blitz into the cage try to cancel all tacklezones so a 1 die block is possible and use the rest of your movement to get out of there if it is possible.

you can try the one step defense against cage teams. Move at least 2 models in front of the cage and one or two to the side and one square away from his players this will mean he has to break up the cage (if he wants to move more than one square) and can only hit one of you players this turn.

Slow him down, cancel his tackle zones, Kill the ball carrier and use your high AG to Keep out of harms way.

I play DE so these are the basic tatics I use. WE have slightly less armor than most of my team but try to use tatics that your opponent wont expecet. go ful offence on one turn and beat his players down and then on the next turn keep away and blitz for the ball or injure his low AV players.

Good Luck, sometimes it's the only thing that can keep you alive :wink:

Any WE player feel free to correct any of me DE tatics. This is what I used to win my league but it may not work for WE.

remember: if you can't go around them... go through them

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Post by sangraal »

Scotty M wrote: you can try the one step defense against cage teams. Move at least 2 models in front of the cage and one or two to the side and one square away from his players this will mean he has to break up the cage (if he wants to move more than one square) and can only hit one of you players this turn.
As an Orc player, this tactic has the most success against my cage.

That, & damn wardancers jumping into the cage --- although 2 guys with
Guard & a tough ball carrier sort of cancels that out.

The one step back defense works for a lot of reasons, not the least of which is that it forces the other coach to react to what you are doing, rather than you reacting to what he is doing....

I lost to Delfs in a recent tourney here in Sydney --- that Delf coach did the one step defence.... I have thought about how to counter it, but thats
a story for another day, another thread..... ;-)

sangraal

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Post by Gorbad »

Just to point out, that it's generally not such a great idea to leap into a cage, get the ball, have another player move away with the ball, not do anything and have him stranded in the middle of the pitch. Your WD will get blocked (and die obviously), and your opponent will blitz the ballcarrier (and kill him), get the ball again, and you are no further than you were, just another turn down (and those two players).

I _only_ leap into cages if I already have a guy ready to take the hand-off/pass and score _now_. Drive over, set up again, wardancer safe, opponent miffed. Bloodbowly goodness all around.

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Post by Asperon Thorn »

Gorbad brought up one of the most important points. It is a rule that any unsuccessful attempt to break a cage and score, by an elf team, results in all elven players involved to die. You might as well skip the AV, and Inj rolls. You can roll on siguards just to check the theory if you like. But that is how it happens.

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Post by Fronko »

The one and only hint I can give you: Don't be afraid! Score in 2 turns, kick and try to take the ball from him as quickly as possible. Some good suggestinos have already been made: Kick skill and a player ready to score. ALWAYS have someone in scoring range. Ususally this should be a lineman (probably even an unskilled one), but every other player will do as well. And of course, only jump the cage, if you have someone able to score, for the reasons given by gorbad.

The one-step defense is a good thing, if implemented correctly. Add to that a few players, who attack the rear of the cage, to further slow his movement. Any of his players that retaliate against those backward attackers cannot move on with the cage. This opens up holes in the cage, your WDs might be able to capitalize on. Slip in, free the ball, get it to your scorer and score.

I know, this sounds simpler than it actually is, but once you master this practice, only bad dice can stop yoou.

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Post by Scotty M »

sangraal wrote: As an Orc player, this tactic has the most success against my cage.

That, & damn wardancers jumping into the cage --- although 2 guys with
Guard & a tough ball carrier sort of cancels that out.

The one step back defense works for a lot of reasons, not the least of which is that it forces the other coach to react to what you are doing, rather than you reacting to what he is doing....

I lost to Delfs in a recent tourney here in Sydney --- that Delf coach did the one step defence.... I have thought about how to counter it, but thats
a story for another day, another thread..... ;-)

sangraal
I'd love to know the counter for the one step defence so I can make a counter to the counter :D

As a DE player I have a tendancy to try the biffo on the opponents and still come out OK... But I really hate working against a cage. Busting them can be really hard, not to mention painful :wink:

sometimes the risk can be worth the gain. I rarely have a plan thought out B4 the game beyond score and kill :D But I seem to do OK.
Any plan well though out can go bad with one failed dice roll, ALWAYS be ready to adapt. If you can adapt well you will usually win.

Elves don't break as often as everyone thinks but we CAN break pretty easily.
What is this "siguards" theory tester?

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Post by Orin »

Gorbad wrote:Just to point out, that it's generally not such a great idea to leap into a cage, get the ball, have another player move away with the ball, not do anything and have him stranded in the middle of the pitch. Your WD will get blocked (and die obviously), and your opponent will blitz the ballcarrier (and kill him), get the ball again, and you are no further than you were, just another turn down (and those two players).

I _only_ leap into cages if I already have a guy ready to take the hand-off/pass and score _now_. Drive over, set up again, wardancer safe, opponent miffed. Bloodbowly goodness all around.
Naturally, it's a bad idea to let your WD be surrounded by 5 or more angry opponents. But it's not nessecary to be able to score the same turn, just make sure your WD has enough movement left to leave the cage (preferable without using going-for-its). Usually, just two dodges (3+, then 2+, to a safe square) is enough. Then your opponent has to make the choice who to blitz, your WD or the ball carrier.

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Post by Orin »

Scotty M wrote:
I'd love to know the counter for the one step defence so I can make a counter to the counter :D
Just throw the ball to a free player on the other side of the pitch, then put tacklezones on all his players in front of your cage. While your opponent was concentrating on stopping you cage, your receiver can easily walk to the endzone. I must confess, this defense works best if the ball carrier is a WE thrower :D

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Post by DoubleSkulls »

Scotty M wrote:I'd love to know the counter for the one step defence so I can make a counter to the counter :D
Tackle, Sidestep & Stand Firm are key skills here - because the counter to stand off defence is to engage them. The alternative (particularly for Orcs & Undead) is to rollout

Ideally drive down the sideline too, so you can push some of them out of bounds.

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Post by Scotty M »

All good tips but the skills and dice rolls make the difference.

I try very hard NOT to get caught near the side lines and to be at least one square away if I can help it :)

Being pushed into the crowd hurts too much :lol:

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Post by Scotty M »

All good tips but the skills and dice rolls make the difference.

I try very hard NOT to get caught near the side lines and to be at least one square away if I can help it :)

Being pushed into the crowd hurts too much :lol:

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