Best defensive formation vs TTM?
- Tante Kaethe
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Best defensive formation vs TTM?
Greetings,
could anyone of you tell me the best defensive setup against a TTM-happy Goblin-Team (1 Ogre with Pass, 1 with AG 3)?.
I've already tried the search-function but it didn't come up with anything usefull (I couldn't open the links in the "Halfling playbook" from Galak).
Thanks,
Tante Kaethe.
could anyone of you tell me the best defensive setup against a TTM-happy Goblin-Team (1 Ogre with Pass, 1 with AG 3)?.
I've already tried the search-function but it didn't come up with anything usefull (I couldn't open the links in the "Halfling playbook" from Galak).
Thanks,
Tante Kaethe.
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Hi Tante Kaethe,
The following thread has a bit of help on it - the second graphic seems a pretty good set up.
http://www.talkbloodbowl.com/phpBB2/vie ... php?t=5203
Set up deep, but don't overlap your tackle zones. However, this advice is only good if you know they'll TTM. There isn't a lot you can do about stopping TTM if your opponent plays well, just remember that it's still a risky move for your opponent (although those ogres are well set up for it). In team development the best skills to take to make it difficult are:
gaijin
The following thread has a bit of help on it - the second graphic seems a pretty good set up.
http://www.talkbloodbowl.com/phpBB2/vie ... php?t=5203
Set up deep, but don't overlap your tackle zones. However, this advice is only good if you know they'll TTM. There isn't a lot you can do about stopping TTM if your opponent plays well, just remember that it's still a risky move for your opponent (although those ogres are well set up for it). In team development the best skills to take to make it difficult are:
- kick (place the ball deep to make it difficult to hand off)
- tackle (cancel dodge)
- diving tackle (make dodging harder)
- shadowing (to keep forcing them to dodge)
gaijin
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- DoubleSkulls
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If its not the 8th turn all I'd do is have a line of 3 defenders 7 squares from the LOS. So
This it to try to increase the chances of the gobbo landing in a TZ - or having to dodge. It ought to give you enough players if the TTM fails to secure the ball too.
Any more commitment than that and any gobbo player will massacre your front line - and just run forward with Big Guy and goblin to throw next turn.
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Any more commitment than that and any gobbo player will massacre your front line - and just run forward with Big Guy and goblin to throw next turn.
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Ian 'Double Skulls' Williams
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TTM is a rather unreliable way of scoring. So in my opinon the best way of beating a team that relies on that tactic is to outscore them (especially if you are playing skavens or elves). So play your offence sound but fast as to give him as many opportunities to chuck a goblin as you can. He is bound to fail once in a while. Make sure you have set up in way that can capatilize on any fumbles dropped balls, etc. Use a very deep defence only when your opponent has only one turn left or when you cannot score back yourself.
Also make sure you protect the ball very well when you are receiving. On of the most anoying things that can happen to you is this: you fail to pick up the ball, he throws a goblin that against all odds manages to pick it up and score in the same turn!
Also make sure you protect the ball very well when you are receiving. On of the most anoying things that can happen to you is this: you fail to pick up the ball, he throws a goblin that against all odds manages to pick it up and score in the same turn!
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- Tante Kaethe
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After playing a Gobbo team for the past 8 months (15 games), I would have to agree with Ian.
Its pretty obvious that the best place to land the gobbo is 6 squares from
the LoS. (assuming the Big guy is 1 square back from the LoS) --- in the middle --- so right in front of Ians middle guy.
This defence forces the TTM to be diagonal (which is harder) & doesnt commit
your whole team to stopping it.
sangraal
Its pretty obvious that the best place to land the gobbo is 6 squares from
the LoS. (assuming the Big guy is 1 square back from the LoS) --- in the middle --- so right in front of Ians middle guy.
This defence forces the TTM to be diagonal (which is harder) & doesnt commit
your whole team to stopping it.
sangraal
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Personaly I find crowding the LOS works great. Force them to roll a '6' or fumble. Also, creeping sevral pass blockers just off the LOS can lure a TTM happy player into throwing w/o realizing he's going to be forced into the above fumble prone situtation.
Kick is an awesome skill vs TTM teams.
Kick is an awesome skill vs TTM teams.
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I agree with the advantage of kick.Poxous wrote:Personaly I find crowding the LOS works great. Force them to roll a '6' or fumble. Also, creeping sevral pass blockers just off the LOS can lure a TTM happy player into throwing w/o realizing he's going to be forced into the above fumble prone situtation.
Kick is an awesome skill vs TTM teams.
It's true that the best way to avoid a TTM is to set ZT on the thrower.
Although, if you set all your players on the LOS at the beginning of the drive, your opponent will just have to set his big guy one square back to be free of any ZT. And one square is not such a problem, since TTM gobs often have sure feet/sprint.
There is something else that people must be aware of : the TTM blitz !
I suffered from it while playing lizzies. I've had a ball to pick up deep in the field with a lone skink, while the rest of my team was preparing the attack.
My opponent threw a block goblin, blitzed my ball carrier skink, picked up the ball, went for it twice and scored.
That was really nasty.
W
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"There's something irrelevant in fire stairs, as fire usually goes by the roof." (almost Pratchett)
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