Anyone got a suggestion how to stop super one turn scorers?

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Asmodan
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Anyone got a suggestion how to stop super one turn scorers?

Post by Asmodan »

I got a small problem....well actually a very fast problem.
In what is considered the leaguefinal of my local league, i am playing a wood elf team with my dwarves.
My problem lies in that my opponent has the most insane catcher i ever seen.
Its a one turner (11 move) with sprint, sure feet and if that wasn't enough he also got ag5 and leap.
So basically it is seemingly impossible to stop him from scoring.
So anyone got an idea how to win or get that player out of the game?

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Post by MattShepherd »

Kill opposing players until he is forced to field it on defense, then kill it.

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Post by Asmodan »

We don't use that rule as i believe its LRB 4.0 rule.
We use a mixture of 3rd edition and LRB 3.0 (mostly cause we wanted to use the cards, and no don't say hope you draw a card to remove him)

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Post by wesleytj »

save up money before playing that opponent to buy a wizard, lightning bolt his ass, and foul.

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Post by Lofwyr »

Hope for Perfect defense or even better "Blitz" and kill him.
Other than that I see nothing that could stop him.

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Post by MixX »

wesleytj wrote:save up money before playing that opponent to buy a wizard, lightning bolt his ass, and foul.
unless they´re using special house rules, dwarves can´t use that kind of wizard.

as for real advice, I can´t offer that much besides making him roll the highest number of dice you can, and hoping for that double 1 at some point. Also if you can, try and make sure you are the kicking team in the first half, and try to stop them scoring if they don´t use the one-turner.

If they DO use him, and score, take the rest of the half to score, maiming and killing as you go along.

In the second half, taking 8 turns to score while again maiming and killing as much as possible, and then setting up deep for his inevitable one-turn-equalizer in turn 8. If he scores you are equal after the two halves, but if things have gone as they should, he should be short of players. But basically you are going to need some luck / bad luck for him to stop a player like that... to score he will usually need the following rolls using the one-turner if you set up right:

2+ pick up
2+ pass
2+ catch
2+ leap
2+ dodge
2 x 2+ GFI

That´s quite a few rolls, some of them won´t apply unless you set up deep, but with some luck he might fall.

Here´s a possible Deep Defense, there might very well be much better set-ups for this, I´m sure someone can figure out something better...

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Post by Asmodan »

wesleytj wrote:save up money before playing that opponent to buy a wizard, lightning bolt his ass, and foul.
Sadly being a dwarf i am not allowed a wizard who can use that :(

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Post by Joemanji »

Sad to say it, but you have absolutely no chance of stopping him score. And I do mean zero. :( This is one of the major problems of BB - you just can't stop a OTS ... and you are playing against one sick example of a OTS. :o

You just have to pray for snake eyes. If the opportunity ever comes, ignore the ball and foul like crazy.
MattShepherd wrote:Kill opposing players until he is forced to field it on defense, then kill it.
I have tried this before, and it tends not to work. By the time you have killed enough players for it to matter, you are usually at least two TDs down.

Your only chance in this game is time management. In the half where you kick first - he scores, then drive down and score in the last turn. 1-1. In the half where he kicks first, score in turn eight. He then scores to make it 2-2. You then have to pray that you win the toss for overtime! Not much fun, eh? :roll: Of course, that all relies on you never failing a pickup roll, and him not getting a chance to blitz. I'd say your chances of winning might depend on whether your opponent fields the OTS player on all drives, or just when receiving.

Btw, shouldn't Ageing have taken care of this guy by now?

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Post by mepmuff »

Steal his catcher mini's and demand that the rule of appropriate miniatures is honoured.

Another option is to create a picth 2 squares longer on each half and use that for the match.

You could also try changing his roster when he's not looking, but I think he might notice that :)

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Post by Mad Jackal »

With a kicker you can force a deep kick and thus increase the target number for the pass foreward. (Decrease the probability that he'll score.)

Seven 2s required is only 38% likely to suceed. (Without a team re-roll)

If you can increase the pass to a 3. it drops to 30%

If you can also remove dodge from the equation via tackle the it falls to 26% or 28 if he throws a 2+ pass.


By my rough numbers anyway.

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Post by MattShepherd »

Nazgit wrote:
MattShepherd wrote:Kill opposing players until he is forced to field it on defense, then kill it.
I have tried this before, and it tends not to work. By the time you have killed enough players for it to matter, you are usually at least two TDs down.
Hey, he just said "stop." He didn't say "win in a game against a."

I play for deep, long-term satisfaction. :evil: :lol: :evil:

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Post by matkov »

I can offer you better solution.
Win 2:1 or at least make it draw in regular time 2:2 by choosing to kick and than protect your ball carrier and score in turn 8 this will end 1st half at 1:1. As you start next half you can score at last turn making him able for another 1 TTD, but probably without rerolls. If he fail one of the 2 1 TTD you won, if he make it. You can just pray for recieving during overtime.

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Post by neverdodge »

Don t stall for 8 turn, score faster, say 3 or 4 turns. Then play good defense and either stop the offence or pressure him so he score in 2 turns, you ll have 3 or 4 turn to reply. If you suceed you won the half

What bother me is that a lot of people complain about 1 turner, stop stalling for 8 turns and you don t ha ve to care about them

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Post by Asmodan »

Well guess there really is no way to stop him except hope i get a good card (which i am really thankful we are using when facing a team like that :) )
Guess i will just try to go for getting most casualities in the game...again :-?

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Post by MixX »

neverdodge wrote:Don t stall for 8 turn, score faster, say 3 or 4 turns. Then play good defense and either stop the offence or pressure him so he score in 2 turns, you ll have 3 or 4 turn to reply. If you suceed you won the half

What bother me is that a lot of people complain about 1 turner, stop stalling for 8 turns and you don t ha ve to care about them
I don´t quite get this, unless the one-turner is stopped or fails somehow, there is no way to get better than a draw before over-time.

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