How to stop a one-turner

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Wilhelm von Klaiserkopf
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How to stop a one-turner

Post by Wilhelm von Klaiserkopf »

I just lost 5-2 to a team of WEs even though I took them down to 6 men about 4 turns into the second half (the last few proved remarkably resilient). The reason was a series of impressive one-turn TDs. This player has two one-turners on his team, although one was missing the match. What I really need is a little help in the area of 'stopping them'. I play humans, and my team is...

4 Blitzers (1 guard, 1 PO, MB, tackle)
2 Throwers (1 accurate)
1 Catcher (block)
1 Ogre (dodge)
6 Linemen (1 leader, 1 kick, 1 DP)

I would have scored one more TD (and possibly prevented my opponent scoring one) if I'd remembered about accurate... but i always forget that skill. The other story is that my PO blitzer picked up a TD, an MVP and 2 CAS (both against the same WD, both on the first turn of the drive :) ). My plan for the moment is to get another catcher or two.

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Post by DoubleSkulls »

Pass Block is a very useful skill for stopping one turners - as kick ought to be.

In general try to kill the one turners when they are on the pitch - and always leave someone deep to blitz/get the ball if they should not make it in.

The final TD in the half can be defended by having 3 on the LOS and then everyone else 2 squares in front of your endzone to maximise the number of dodges/leaps. Within this formation tackle & diving tackle are very useful too.

Blitzes & perfect D kick off results can help too.

Finally clock control is very important. If you kick and he scores then take 8 turns over equalising. That should put a world of hurt on his team and give you the opportunity to remove the 1 turner from the game.

Then going into the second half you have the option over whether to score quickly (making it 2-1 and giving him time to score and for you to get another) or delay the game again giving him one shot at an equaliser in the final turn of the game (if he's got any players left).

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Post by Nagash »

Freeboot a wizard and "lightning-zap-" a fireball down his throat...

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Post by Zy-Nox »

You have to hope that you can get your hands on him and then foul it,
Short of setting up everyone deep, there isnt really to much that can be done.
Hope for a pi or thrown rock, or better perfect defence or blitz.

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Post by gken1 »

there is always the string your men across the back on turn 8 to stop the last one and hope he fails a dodge.

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Post by swilhelm73 »

gken1 wrote:there is always the string your men across the back on turn 8 to stop the last one and hope he fails a dodge.
Unless it is turn 8 I highly discourage this set up...it allows your opponent to score easily in 2 turns as opposed to 1 turn.

Set up a D where he at least has to block or leap through and hope he fails. Foul him like crazy if he does.

When you have the ball clock management is a must. IF he sets up the one turner on D, keep blitzing him.

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Post by sangraal »

I run a Chaos Pact team with a one-turn-TD gutter runner.

The 2-1 win strategy described by ian williams is the most succesfull against
me --- by far. It hasnt actually beaten me, but last game was 2-2 against dwarves. (Broke my Orc throwers neck as well)

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Post by plasmoid »

Hi,
clock control (though boring) at least will get you a draw. That is, if you have the means to run clock control against wardancers.

Wizard won't help much since you can only blast on your own turn.

The 8 man line near the endzone is good against the last score. But as someone else said, it makes a 2 turn score very very easy. And the 8 man line isn't guaranteed to work. But at least it forces more rolls.

Kick helps - unless the elfs has a reasonably developed thrower.

Pass Block, IMO, isn't much good against this. The 1-turner will just be getting a hand off instead.

1TS are incredibly powerful. IMO, too powerful. But that's the way it goes.
Martin :o

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Post by MadLordAnarchy »

1-Turners hey :roll:

The simplest way to stop them is to play in a league that rewards strategic attacking play and bans the 1-turn rush. Sure you could get kick and pass block but who wants to play in a league where those skills are requirements for success and not extras.

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Post by DoubleSkulls »

plasmoid wrote:Pass Block, IMO, isn't much good against this. The 1-turner will just be getting a hand off instead.
Assuming you've kicked far enough away that means at least one more die roll. Each die roll means another chance of failure...

All you are trying to do is build up the odds to the point where the 1 turner is unreliable enough not to be the main tactic of your opponent.

I like Pass Block as a 3rd skill anyway. It plays havoc with people's passing game.

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Post by MadLordAnarchy »

ianwilliams wrote: I like Pass Block as a 3rd skill anyway. It plays havoc with people's passing game.
I don't mean to take this thread OT but do people have passing games in the big wide world of TBB? In my league last season, only one genuine long passing player was developed so having to take Pass Block just to stop the possibility of a one-turner ruining the game seems a bit un-necessary.

On a side note, having come back to BB last year after a few years out the two coaches that dominated previously with a throw-team mate and a one-turner respectively failed to even make the playoffs with their new teams when these options were toned down in my league.

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Post by DoubleSkulls »

Ever heard of Elves? Or humans?

Good use of PB stops the 3/4 play too (covering the pass/hand-off or the hand-off/pass).

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Post by MadLordAnarchy »

:wink:

I just can't imagine what it's like to play BBowl in such a formulaic way.

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Post by DoubleSkulls »

MadLordAnarchy wrote::wink:

I just can't imagine what it's like to play BBowl in such a formulaic way.
:D I can't imagine what its like to play BB with so little variation.

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Post by MadLordAnarchy »

1-turners are the negation of variety. They are such an effective means of scoring that they dominate other fast strategies meaning that there if someone wants to win using pace they will select a 1-turner wherever possible. My proposed banning of 1-turners has proven surprisingly popular among my BBowlers. There is nothing worse than a powergamer creating unstoppable strategies. Each team should have character and be looking for something new in both offense and defense to create a strategic edge. The top three teams in my league last season were the most effective defenses and that's a good thing as defense is much more difficult than offense in any game.

Everyone I know was bored with single race teams five years ago and it took me until last year to create a team selection method that works just fine, is balanced and creates weaknessess to exploit and strengths to counter.

Now if only I could come up with a way to counter the over-use of Block. :D

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