dump off special plays

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skatingtortoise
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dump off special plays

Post by skatingtortoise »

just looking through skills, and was thinking of more 'interesting' ways to use this rarely seen skill.

the first would be to use throwers in a more offensive way: running them up the pitch in tandem, front man with the ball, used as an cunningly placed target of a blitz...but whats this? he has dump off! and he does so, to the thrower behind him. other player cant use blitz, so is forced to put TZ's on him. a couple of dodges/handoffs/passes later, his defence is out of position, and that catcher on the other side of the pitch is a nice target for a long pass... :wink:

my second idea is putting your dumping thrower(pardon the expression) in a deliberately weak cage, with your second thrower bringing up the rear. when the 'well seen' oppurtunity blitz is taken, a quick dump off and because of the men used to break the cage, you should have catchers available to receive passes.

once youve used this a couple of times, however, it would be necessary to make the dumps safer by skills like safe throw and nerves of steel, and would be very difficult to pull off, unless you used a high AG elf team, such as high elves with 2 throwers 2 blitzers and 8 linemen(youre almost certain to take a casualties with this tactic)

so what are peoples thoughts on using more specific skills, than general ones like block or dodge?

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Post by juck101 »

great idea for Khemri special play...

4 mummies run up pitch in cage. Thro-ra carries ball and if gets blitzed dumps off into the crowd! wicked play as removes a catch roll from you tactic and is easy if you within fumble range of edge... then use 4 mummy players to bash anthing around you. Not clever but a special play.


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more usefull 2 Nos catchers with dump off- can under pressure move the ball and be biltz proof.

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Post by lightingbug »

sounds a little like "running the option play" that a lot of US college programs run, if you want to see a real football similarity.

This idea fits right into having a the dumpoff thrower and a longbomb thrower on you team. run up on side with the dumpoff guy and crew. the long bomb thrw hangs back while downfield gets flooded with catcher type then. if the DO thrwr runs into problems option back to the LB thwr (best with NoS, if you worried about being surrounded by TZs) who next turn can either chuck it downfield or run to the other side.


it can difinitily work to your advantage

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skatingtortoise
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Post by skatingtortoise »

yay! its great to see veterans (hopefully on the field as well as the forum)
who like my idea!

long bomb may not be necessary though, as if the thrower gets far enough, its only a quick pass so they would have to stay fairly close to each other.

im now in a bit of a crisis...get spiffy bloodbowl team, withteht-somethingorother mag as a coach, or go with my necromunda pirates?

am tempted to go with high elves....thoughts on the above list?

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Post by mepmuff »

skatingtortoise wrote:am tempted to go with high elves....thoughts on the above list?
This sort of tactics scream pro elves IMHO. Nerves of steel is a very nice skill (i even think necessary after you pulled it of once) if you plan to use this play as a serious option.

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Post by Skummy »

I've used the tactic with pro elves. Another viable tactic is to throw the ball three spaces ahead of you into an area that the other coach cannot reach. Then just get up, dodge away and score. Works very well.

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Post by skatingtortoise »

hadnt considered pro elves, but will take another look...what are the big differences?

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Post by Gus »

with pro elves you are a doubles away from crazy dump-off strategies on the catchers/throwers.
catchers start with NoS and Catch, on a doubles they get Dump Off, throwers can get Dump Off on a normal roll and get NoS on a doubles. then you advance in packs of 2 or 3, and you can control the clock at will =)

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Post by Skummy »

The Nerves of Steel is the big difference. 4 of their players have it and with that skill you ignore players in your tackle zone when you throw the ball - so it's a 2+ to throw and a 2+ to catch in most cases.

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Post by skatingtortoise »

hmm...i really like the thrower models...pity about the catchers.

the differences i see, are that they are like high elves, but less av, and NoS on catcher, and SS on blitzer. my tactic would rely on piling forward into the enemy - disadavantage with only av7.

well here are the two lists i have...one h-elves, and one p-elves.

2 dragon warriors 200k
2 phoenix warriors 160k
8 line elves 560k
1 reroll
3 FF

and to max out with Nos on pro elves

2 throwers 140k
4 catchers 400k
6 linemen 360k
1 reroll
5 FF

at the moment im preferring the high elves...just seems more sturdy to me.

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Post by Gus »

i haven't read the rest, but you want more than 1 RR with Pro Elves. 3 is my advice. if you play in a league, start with the two blitzers and no catcher, they'll catch up in SPP easily.

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Post by Darkson »

If you play in a league, you'll want a higher FF as well. Elves break, and they expennsive to replace. A low FF will stop you getting a decent cash flow.

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Post by JJB »

I like the 'dump-off heavy' ( :roll: ) strategy too, except that it requires not only two players with nerves of steel, but also it involves more dice rolls and therefore increases one's chances of losing the ball in another way I suspect...
I'll try that next time I play online and see how that works.

But personally, I find it statistically safer to have a long-bomb-standard thrower safe in the backfield, and two/three catchers, one with nerves of steel, on the opponent's half...

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Post by skatingtortoise »

hmmm...its a pity no team gets more than 2 throwers. bah bumhug.

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Post by Alesdair »

I've seen a pair of NoS DumpOff Human catchers in a team before... running up the field 2 squares apart (so one player couldn't TZ both of them).

I was impressed, but frustrated.

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