One turn scorer

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roysorlie
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Post by roysorlie »

Hmm..

Of course.
A 1 turn td player won't win you the game.
And a strong defense is always better. With my woodies I hardly ever get to use him, because I almost always score the td anyway, regardless who kicked. The wardancers can stop pratically anything.Throw in a gueard, and a catcher a bit upfield, you just grab the ball, and hey presto. Another TD fr you.

But He is really great having in hand. Most opponents fear him, and if you have a block, dodge, tackle, strip ball player as well.. that's just perfect.

No single player will ever win any game, it's the team that has to work well as a whole. Good defense, good offense, and a 1 turn scorer, you're set.

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Post by Marcus »

roysorlie wrote:No single player will ever win any game, it's the team that has to work well as a whole. Good defense, good offense, and a 1 turn scorer, you're set.
Nah. Good defence, good defence, and good defence is all you need to win the game. Anything else is window dressing.

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roysorlie
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Post by roysorlie »

Marcus wrote:
roysorlie wrote:No single player will ever win any game, it's the team that has to work well as a whole. Good defense, good offense, and a 1 turn scorer, you're set.
Nah. Good defence, good defence, and good defence is all you need to win the game. Anything else is window dressing.
Ahh, well now, that really depends on the team, don'tcha think?
But so many people say a good offense is the best defense.

:D

I usually develop a soldid scoring crew, and a defense that can snatch the ball from anything that moves, and pitch it up to my scorers, whom I made ready for the TD of course.

Cheers

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Post by khorneskulls »

y did u go for sidestep? reading it in the book it dosnt look that good....
could some one please explane?


sorry

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Post by Grumbledook »

When you get blocked you can choose where the player goes, ie any free square next to the one they are on when they are blocked.

This means you aren't very likely to get pushed off the pitch, so can stand on the sidelines. Also if you have guard you can move him where guard will still be useful, as opposed to your opponent who will move him somewhere it doesn't come into play. Same coudl be said if its combined with lots of other skills, like tackle or shadowing for example.

It also helps even if you are knocked prone from the block, you can choose to put your player somewhere int he way, possably even blocking running lanes, thus forcing your opponent to take a longer route to their target.

Side step is a very handy skill.

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Post by DoubleSkulls »

khorneskulls wrote:y did u go for sidestep? reading it in the book it dosnt look that good....
could some one please explane?


sorry
Cage Breaking

Code: Select all

X_X
_B_
1*2
_S_
X opponent
B ball carrier
1&2 opponents
S your side stepper

If either 1 or 2 block S then S can move to to * putting a TZ on the ball carrier. Pretty nifty, especially if he's got Block, Dodge and Shadowing, Tackle, Diving Tackle or a bunch of other skills

Side line setup when kicking

Code: Select all

____|
____|
*SD_|
So one side of your defence consists of a side stepper and another player. If your opponent blitzes your sidestepper you move to the * - meanging that he still has to dodge past D to get through the line.

Just think of the possibilities of a Elven team with side steppers - you leave your opponent in a nasty position in spite of him whacking you all over the park.

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Sidesteppers

Post by carlbrown »

ianwilliams wrote: Side line setup when kicking

Code: Select all

____|
____|
*SD_|
So one side of your defence consists of a side stepper and another player. If your opponent blitzes your sidestepper you move to the * - meanging that he still has to dodge past D to get through the line.

Just think of the possibilities of a Elven team with side steppers - you leave your opponent in a nasty position in spite of him whacking you all over the park.
Now that really is just plain nasty - remind me to check who has sidestep if ever we play each other. :o

Sidestep really is a great 'special play' skill to pull out of the bag when you need something to throw a spanner in your opponents plans.

Along with blodgers, sidesteppers tend to attract alot of chainsaw attention if I've got nobbla on the field.

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Post by McSnaga »

I would always take Block for a GRs first skill (unless rolling a double or stat increase). My GRs always end up in the open behind enemy lines. Having only ST2 means they are likely to go down when blitzed, and with AV7 you need to prevent that as much as possible.

My one-turner got Block, then V Long Legs, then +1MA. Just lucky I guess.

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Post by Kundschafter »

But in my position:

I wrote: I have GR with VLL and sprint. What would be your next skill? And remember: I only have one RR. I think it will be sure feet and not block. I then only use him by beeing in offense.

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Post by McSnaga »

Block for a ST2 player is far more useful in defence than offence. He isn't likely to knock a player down due to his weak ST, but if hit with block is less likely to go down.

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Post by Marcus »

Block is handy on offence for a GR. I usually send them in pairs after the fullback. A 1 die block against someone who probably doesnt' have block is a pretty good proposition.

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Post by Korhil »

If you really want a 1 Turn Scorer, Build up 3 GR's as normal, and just keep hiring a new 4th one til he gets MA or VLL on his first skill. Thats 2 TD's, you can manage that in a game, its really just gold dependant.

Also, with the Aging rules it almost benefical, your good players dont get many more SPP so they stay good and useful for when you need them, mean while you get the 1 Turner to fill out the teams abilities.

---Korhil

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