I use it reasonably regularly with humans, but would also consider it with wood elves, skaven and slann. The only skills you need are kick and a high average movement. I'd use it against khemri, dwarves, amazons, norse and vampires without question, but would have to consider it more carefully against undead, necros, chaos dwarves and orcs. I wouldn't tend to use it against elves or humans or skaven, or against the stunties. Used correctly, it stretches the field and lets you use your superior movement to maximum advantage. But, it is risky, and can give your opponent an easy opening to form a cage in your half of the pitch.
Here's an example of an off centre set up I like to use.
Code: Select all
- - - - | - - - - 1 1 1 | - - - -
- - 2 - | - 2 - - 1 - - | - 2 - -
- 3 - - | 3 - - - - 2 - | - - 3 -
- - - - | - - - - - - - | - - - -
- - - - | - - - - - - - | - - - -
Players labelled '1' are my hitters. Guard and mighty blow peices, blocking linemen and the ogre. Those labelled '2' are my runners. Typically (human) blitzers, with the heavy hitters focussed on the right. The '3's are my catchers (and yes, three human catchers are useful for this play, although blitzers with dodge work nicely too).
**note: this play is aggressive. there is no room for double guessing the kick off result (ignore the possibility of quick snap)**
**note: this post assumes that the opponent will run down your left hand side, away from your bashier players. the possibility that they won't is dealt with at the end**
When faced with an off centre defence, most coaches get confused. They're not used to it, which puts you in control. By putting all of your heaviest hitters on the right, you engourage your opponent to go down your left, through the easier path. This 'easier path' is still quite hard to go down though, as the doubled defence means that they will struggle to attack convincingly. They can either:
- blitz the left most No. 3 and push up that wing (limiting their maneouverability)
- blitz the No. 1 or No. 2 in the centre of the pitch, second row (through which they can form a nice cage ready to be surrounded by your players)
- or simply play conservatively and opt for the grind
**note: options one and two are often the most favourable, as those holes are open to be exploited. the catcher on the left is a particularly tempting target. that said, most experienced coaches would go for option 3**
At this point, you're probably concerned. The defence is built with holes in it to entice your opponent forwards. But the thing is, the cage is useless without the ball. And the ball is going to be
deep. And I mean
really deep. I tend to kick here (E is the endzone):
Code: Select all
E E E E | E E E E E E E | E E E E
- - - - | - - - - - - - | - - - -
- - - - | - - - - - - - | - b - -
- - - - | - - - - - - - | c - - -
I put the ball on b (for ball) - nice and aggressive, but unless you are unlucky and it scatters 3 in the wrong direction (10.42%), or it scatters to the sidelines and then bounces out (roughly 13.02%), the ball will stay on the pitch 75% of the time. For safety, you can opt to put it on the c (for coward), where it should stay on around 93.5% of the time.
The opposing coach will now be torn between making a hole to advance through and the need to rescue the ball. Trying to do both will stretch his team thin. Typically at the end of his first turn, the attacker will have made some effort at hitting your lines, and will have two or three players back to retrieve/protect the ball. On your turn, simply get as many players as possible into the back field. Cover the pass lanes so you get intercepts and cover the ground with as many tackle zones as possible to prevent a handoff. Mark up his cage (or the players that will form his cage), and at the start of his turn 2, the ball carrier should be isolated from your opponent's most powerful players (who will be involved in the main drive) and staring at an oncoming blitz. Keep the pressure on and wait for a mistake, and when it comes, steal the ball for a quick touchdown.
**note: this play works really well when your opponent has 3 or 4 turns to score and needs to move the ball quickly**
Variations:
-The on side kick: Kick short rather than long, and hope for your opponent to mess up.
Problems:
- "This never works! Elves keep picking up the ball and passing their way out of trouble."
Don't try this against elves. They can pass over anything, at any range, and then laugh as they moonwalk to victory. Humans and skaven have the ability to run around your blockades too. Also, don't be surprised if orcs pull off the pass as well - an orc thrower with accurate or kick off return will ruin this play, so tread carefully.
- "My opponent set up his peices on the wrong side. how am I supposed to kick to the back right hand corner now?" Simply switch sides - kick long, and let those lovely catchers and blitzers on the left race to your rescue.
The major advantage of the asymmetrical set up is the options it gives you for pressurising your opponent. Stretch the field and you force more dice rolls simply to move the ball, particularly when he needs to push for a quick score.