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penalty run off!

Posted: Mon Jan 19, 2004 11:34 pm
by malki
I have come up with an idea to resolve a draw after 8 turns of sudden death. I havn't play tested it yet so i'm not sure how it works, give it a try.
I'm not sure how races would fare againt each other at this, as it will probably favour faster races. If my wording is wrong i appologise.

It's a penalty shoot out ice hockey style!
It would be more of a penalty run off!

Secretly each coach writes down a list of players, who will either attack or defend. A player may attack and defend, but not defend more that once, or attack more than once.

for example,

round one, A; 1 D; 6
round two, A; 6 D; 3
round three, A; 4 D; 11
round four, A; 3 D; 1
round five, A; 7 D; 7



The attacking player starts at the center of the half way line with the ball, and must attempt to score a TD. If they do, they score 1 pt.

The defending player starts at the center of the endzone and must attempt to knock over the attacking player (via a block or by their tackle zone) or stip the ball lose. When the ball goes lose the attack team scores no points.

The teams then swich over.

If the attacking player falls over because of going for it or any other reason they score no points!

The attacking player may not enter the wide zones.

Each team gets five attempts to score, and at the end the team with the most points wins! If after five attempts it is a tie, it moves into sudden death. Each team must select a player secretly, this time, they may only attack or defend. The players face off as above, if both teams score, or both teams don't score. the coaches must select a new player who has not attacked or defended. this continues till a team scores and the other doesn't!

No re-rolls may be used. If a apothocary is used the player is not returned to the pitch!

SPP's are awarded for CAS, and if the player scores they get 1 SPP, if the defender stops the attacker they get 1 SPP.

Posted: Tue Jan 20, 2004 12:47 am
by kadu-c
It's better than a stupid D6 roll! :wink:
But how could you defend against a Gutter Runner or such fast players ? Because they can move few squares in opponent's half, staying out of Blitz range, and then score easily in the next turn...

Posted: Tue Jan 20, 2004 8:21 am
by Circular_Logic
Simply allow a setup of the defense-player up to x squares from their endzone.

Posted: Tue Jan 20, 2004 10:15 am
by campaigner
sounds interesting, but has to be playtested I guess

Posted: Tue Jan 20, 2004 10:21 am
by Kheldar
One Turner would be unstoppable. Even leap wardancer with sidestep (I think when attacker gets into widezones the loose) would be very hard do get a hold at.

It would increase the rate at which people take tackle, or shadowing.

Posted: Tue Jan 20, 2004 12:52 pm
by Jugular
I don't see that happening Kheldar....It's so unusual to have not reached a result by OT. I'd just keep playing halves till someone scored, the teams can't last forever. Maybe allow all Deaths and SI's to be cancelled down to BH's after the third half and just keep playing.

Maybe try an "exhausted" roll for every player before the fourth half. on a 1,2 they can't play (d6).

Posted: Tue Jan 20, 2004 1:05 pm
by TiMuN
Well ... you can surely blitz a normal catcher once .. but, how many times you'll get the chances to blitz a dwarf blitzer? Up to three .. so i don't think this is a good solution, just a fun solution.

Posted: Tue Jan 20, 2004 1:19 pm
by Circular_Logic
strip-ball would be THE defense-skill...
and ST-4players would be very good

Posted: Tue Jan 20, 2004 2:07 pm
by gken1
or make the scoring lane 3 squares wide...forces' interaction.

Posted: Tue Jan 20, 2004 9:56 pm
by malki
the aim would be to make it similar to a penalty shoot out in football or hockey. So it would be more likely for the attacking team to score.
I'm not sure it would work, but it's definetly more fun than rolling dice!

Posted: Tue Jan 20, 2004 10:26 pm
by MickeX
It's a fun idea. I think this could patch things up a bit:

a) Let the defender move first.
b) Only one blitz per player and run.
c) Attacker must make the TD in 5 turns.

Us dwarf coaches will still hate this, but on the other hand, we're favoured by the OT.

Posted: Wed Jan 21, 2004 10:03 am
by MadLordAnarchy
It's a good idea, the NHL and MLS both use it successfully but the simplicity and finality of the d6 method is acceptably cruel.

Posted: Wed Jan 21, 2004 11:43 am
by Pardus
gken1 wrote:or make the scoring lane 3 squares wide...forces' interaction.
i agree, cause a game of dwarves vs wood elves or skaven (yes i know it would be very very unlikely that they would have a tied game)

a long beard vs a GR or WE Catcher

using the area that the kicking rules uses

Posted: Wed Jan 21, 2004 2:47 pm
by TiMuN
What that would mean is, in the case the dwarf defends, he has to chose wether to give just one blitz over the GR (or Elf catcher, or ...) or stay and get him do a 3+ 2+ dodge TD ...

But then again, it it is the dwarf to score, and skaven to defend, he can't get in but in three turns, and that's time enough for the GR, or WD or whatever to blitz him twice, or even stay and put some tackle zones for a 4+ 3+ dodgy TD (in the case it was a dwarf blitzer or runner with the ball)

is this fair? :( I guess not

Posted: Wed Jan 21, 2004 3:29 pm
by Thadrin
It would be devilish to get balanced.

but its a fun idea...so here's a twist inspired by a drill we ran when I played American Football. Instead of head to head, make it two on two in the enclosed space - such as between the wide zones, with a push out counting as a stop.