How to defend against a flying thing?

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Axtklinge
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How to defend against a flying thing?

Post by Axtklinge »

I've been having trouble on defending against thrown players with the ball (gobbos in the case).

The Troll hardly ever got "1's" (to move and throw) and even with scattered passes, the gobbo always managed to land safely; and with those 3+ dodge rolls (with a re-roll to back up) to go for the TD seemed like a walk in the park.
Is there any effective way to defend against such a threat?
(I was playing against an Orc team with 1 troll, 3 BOB, 4 Blitzers...and a Gobbo that did both their TD!!!)
;)



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Post by Kyojima »

Depending on your team, there's a couple of things you can do. If you have players with Foul Appearance, let them get close enough to the Troll to work their magic. You can also block and foul the troll out, depending on where your opponent leaves it on the field, or you can try to hunt the goblins when you have the opportunity. You can leave a couple of players back to defend against the play, or try to clear the space around the troll to force it to roll Really Stupid on 4+ or clear a path through your players to support the troll.

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Post by Tim »

Read the rules, make sure you play it correctly: The troll needs at least a 3+ to avoid the fumble on short range, 4+ on long range. Landing roll is also a 4+ (unless the pass is accurate on a 6). Basicly, it will only work 30-40% of all times (there's also Always hungry and possible TZ on the troll and the landing square).

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Post by The Florist »

Tim wrote:Read the rules, make sure you play it correctly.
That's really the best defense against TTM.

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Post by Joemanji »

Let him try ... it will fail more often than not, resulting in a turnover - and if it is the landing roll that fails, a turnover of the ball. Just make sure you have a player deep so that if he does attempt TTM, he'll have to get to the endzone in one. Putting a TZ or two on the Troll is also effective.

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Post by Darkson »

Develop a Kick player - makes it harder for them to get the ball to the lil' guy.

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Post by Darkson »

Tim wrote:Basicly, it will only work 30-40% of all times (there's also Always hungry and possible TZ on the troll and the landing square).
I'm sure someone (with to much time on their hands ;) ) worked it out to be more like 10-16% for trolls.

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Post by SolomonKane »

Nazgit wrote:Let him try ... it will fail more often than not, resulting in a turnover - and if it is the landing roll that fails, a turnover of the ball.
This is only true if the thrown player was carrying the ball. Otherwise a failed landing is NOT a turnover.

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Post by Axtklinge »

Tim wrote:Read the rules, make sure you play it correctly: The troll needs at least a 3+ to avoid the fumble on short range, 4+ on long range. Landing roll is also a 4+ (unless the pass is accurate on a 6). Basicly, it will only work 30-40% of all times (there's also Always hungry and possible TZ on the troll and the landing square).
Fantastic...
All the players in the league are veteran players of other games, and some of them almost have rulebooks for breakfist (if you know what I mean) and we all missed the different modifiers for throwing team mates.
Or was it just me? :-?
Damn...

Thanks a lot
Axt

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Post by Joemanji »

SolomonKane wrote:This is only true if the thrown player was carrying the ball. Otherwise a failed landing is NOT a turnover.
Do you want points for this? :wink: The poster asked for help specifically when goblins are thrown with the ball for OTS. :P

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Post by DoubleSkulls »

Kyojima wrote:Depending on your team, there's a couple of things you can do. If you have players with Foul Appearance
FA does not work against TTM.

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Post by Banelord »

FA does not work against TTM.
Right, never noticed before. :oops:

@Axtklinge

Do you have the right defence?

http://www.francebloodbowl.com/defplaymaker.php and here "Anti jet de Goblin"

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Post by Axtklinge »

Banelord wrote:
@Axtklinge

Do you have the right defence?

http://www.francebloodbowl.com/defplaymaker.php and here "Anti jet de Goblin"
Well, probably not!
:lol:

I keep some players on the LOS to give the Troll negative modifiers (IF he is in the LOS), and then I try to have some players in the "midfield" either to difficult the landing/dodging of the gobbo, or if he did move before the throw, to give him a smack for being a smart a$$!
Yet, I'm open to suggestions!

Axt

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Post by Ravage »

I realize FA says "when they pass [...] the ball" but shouldnt it still work against TTM since a thrown player is supposed to be treated like a normal pass? or am i missing an exclusion somewhere?

I typically stack the LoS near the big guys and also put a player exactly 7 squares in front of him (maximum straight throw that still counts as being a Short Pass) so that my opponent can't, without moving the BG first, throw that deep into my side of the pitch without going up to a Long Pass or throwing on a diagonal, only getting him 6 squares of forward distance or less.

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Post by DoubleSkulls »

Ravage wrote: I typically stack the LoS near the big guys and also put a player exactly 7 squares in front of him (maximum straight throw that still counts as being a Short Pass) so that my opponent can't, without moving the BG first, throw that deep into my side of the pitch without going up to a Long Pass or throwing on a diagonal, only getting him 6 squares of forward distance or less.
One thing I think a lot of players miss is that Big guys can move prior to a TTM throw. That means, if you know you want to TTM the best set up is the BG a couple of squares back from the LOS (to avoid TZ) and then having a couple of Right stuff players right on the line, but not in TZ.

e.g. (T = troll, G = goblin, X = opponent)

Code: Select all

____|_X_X_X_|____
====|=======|====
___G|GGTG___|G___
____|_______|____
____|_______|____
____|___T___|____
____|_______|____
____|_______|____
___G|___G___|G___
That way the LOS troll can try a 3 dice block on the left most defender and then the deep troll can run forward - one square into the opponent's half and chuck the gobbo from there.

One other really useful thing about this setup is that if the ball is deep you can still chuck one of the gobbos from your own half if that's as far as you can get the ball forward. The long pass & gobbo move give you around 18 squares (assuming a neutral scatter) so goblins 6 squares into your own half theoretically still have a chance of scoring.

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