7 - 7 !!!! what to do against One Turn Scorers??

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Djengis_Khan
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7 - 7 !!!! what to do against One Turn Scorers??

Post by Djengis_Khan »

the last match I played the end score was: 7-7
I played with my Skavens vs Woodelfs
we both had one turn scorers ( I had 2 and he had 1)
the first half was quite tight but ended in a 2-2 tie.

the 2nd half
I was reciever:
turn:
1. : OTT for me
1. : OTT for him
2. : OTT for me
2. : OTT for him
3. : OTT for me
3. : OTT for him
4. : OTT for me
4. : OTT for him
(score is 6-6)
then I think it isn't fun anymore and the match takes way to long.!
I not make a OTT but stall a bit and score a nice clean TD. I left him 2 turns.
he doesn't make OTT and I make it quite hard for him but he can score only just !
the end score: 7-7

well that was crazy but here comes my real question:

what to do against One Turn Scorers??
whats the best lineup?

Djengis 8)

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Gus
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Post by Gus »

well, keep playing with OTS if you find it fun. and if you cannot come up with a good strategy against them while YOU use them, it's an even better proof that OTS require no strategy at all....

sorry to sound like i'm picking on you, but the bland +MA Sprint Gutter Runners are _a bit_. it seems the ultimate goal of many players is to develop OTS. there are so many other options, at least as good, but which make the game more interesting and challenging for BOTH the players...

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Post by TuernRedvenom »

I usually try to kill/SI/BH/KO them asap. I just hate them. Not easy tough as first you'll probably have to go through a meat shield so they can't hide in the dugout, then you have to get them down and finally your best bet is fouling him with a DP. :evil:
But killing an OTS is fun and everyone in your league will be most gratefull! Also hitting him with -1 MA is great! :P
But in general I'd say a kicker and hope for a blitz or perfect defense (or throw a rock, on the OTS :-? ) is your best bet.

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Post by kithor2002 »

Diving Tackle will make scoring within one turn more difficult.So if you have 4 players with this skill placed right then you opponent will think twice if he will risk it.

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Post by Dave »

Gus wrote:well, keep playing with OTS if you find it fun. and if you cannot come up with a good strategy against them while YOU use them, it's an even better proof that OTS require no strategy at all....

sorry to sound like i'm picking on you, but the bland +MA Sprint Gutter Runners are _a bit_. it seems the ultimate goal of many players is to develop OTS. there are so many other options, at least as good, but which make the game more interesting and challenging for BOTH the players...
luckily you are not one of those and a general nice guy instead of an other-people-who-like-other-things-than-I-are-not-funny kind of guy ...

@ djenghiz

you need to setup differently .. a OTS is the perfect weapon to score the winner after a late equalizer or to take the lead and then stop his defence (harder that one)

the best defence is three guys on the LOS and the rest in a line 2 squares from the endzone ..

this ensures blitzing a hole is rather hard and if that doesn't work he'll have to make several dodges inside TZ's ..

if he decides to score later ... kill the g!t ...

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Post by Duke Jan »

Yes, I have to agree with dave, trip him up and foul like there's no tomorrow. Better yet, I foul GRs before they have a chance to become one-turners ;)

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Post by Vero »

Get some bashing skills and bash, plain hitting and fouling till the other team must field the OTS on defense. Now hit and foul till it's dead. If you have time, score :)

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Post by Darkson »

With the now official "must field 11" I hope that we'll see more dead OTS.
Tbh, I've nothing against them (in fact I had a skink roll +1 MA for his first to skills - guess what his 3rd would have been? ;) ), but I'll stomp on them whenever I get the chance.

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Al the Trowel
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Post by Al the Trowel »

It depends on the player. A +MA sprint OTS is best defended by setting up deep. 3 on the line and then a skirmish screen for him to dodge through leap over. The downside of this setup is that the OTS can choose where to attempt to dodge through. Generally there will be a space with one TZ he can choose to try and sneak through. A diving tackler at the end of the line in the widezone, and then overlapping TZs across the rest of the pithc will cause most problems

Code: Select all

-X-Y-Y-Y-Y-Y-X-
Where X are diving tacklers, and Y unskilled players. An WE catcher would have to make two 4+ dodges and a 2+ dodge anywhere on that line to get through.

If the OTS scorer needs a chain push then setting your screen 4 squares from the LOS will cause most problems. Using chain pushes you can push a player 3 squares into the opposing half. If your screen is on the 3rd square a OTS can be pushed through it, saving dodge rolls. At 4 squares back this can't be done without a quicksnap. But having a shallow screen means the OTS can't choose where to break through line. Heading for the widezones will eat movement so he can't reach the end. Therefore you can target your tacklers/ diving tacklers to mark the likely gaps. A shallow screen is safe from a blitzed hole in this instance because the blitz is needed to start the push chain.

Sticking sidesteppers or SF players on the LOS will also help stop a OTS that needs a chain push.

Otherwise wait till they fall on their arse and then foul them till they die :evil: [/code]

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Post by Gus »

@dave
throwing a bunch of dice with a 13 MA player is bland and no fun.
one-turning with MA7 to 9 requires skill and involves suspense and luck. that's the BB i like. throwing a bucket of dice to know if you won is WH, not BB.

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Post by DoubleSkulls »

1) Kick skill. Having to make a longer pass from deep means a better chance of the ball never getting to the OTS.

2) A couple of players with Pass Block near the LOS to force a blitz - that's more dice for your opponent to roll (and/or PB on the LOS itself).

3) Lots of tackle and/or DT deep.

The real problem is that you shouldn't actually defend too deep against them until the end of the half as all they need to do is cage up a few squares into your half for a low risk score in the next turn.

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Post by absent1 »

if you force a "low risk" turn 2 score at least you might find a way to smash the stinkin OTS on your turn, however my theory is who cares if they score in one turn? just play time control and be the one that scores last both halves, you will win by one, and just smash the rest of their team. Even with elves you can manage the clock against skaven, really.

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Post by Gus »

erm absent, the point of a one-turner is that, in one of the half, he will get to score last =)

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Post by absent1 »

only if you received.

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Post by Gus »

errrr, no... i said 'there is always ONE half where...'
no matter what you do, unless there is a riot, there is ALWAYS a half where you will have turn 8 when his turn 8 is done.

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