Playoff Time
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Playoff Time
So the MC get an admin'd win and move on to the playoffs. I draw a WE team first. Some things of interest - a MB/PO WD. A bunch of +AG players. 4 Catchers. A one turn threat with MV9 and SS. He has enough money to pick up another LN if he wants.
I think the obvious things apply - kick if given the opportunity. Try to avoid the Tree unless I get a perfect shot with a wolf. Target the WDs. Keep the two guard players around the ball carrier in diagonals if possible.
My team:
FG: Block
FG: Block
Wight: +AG, +AG, Guard, Dodge, MB, -AG
Wight: +AG, MB, Guard, Tackle, SF
WW: Block, Dodge, MB, PO, SS, JU
WW: Block, Dodge, MB, Dauntless, Tackle, SS
GH: Block
GH: Wrestle, +AG, Tackle, SS, -MA [MNG]
Z: Wrestle, Fend
Z: DP
Z: Wrestle
Zx2: Rookie
13 Players
4 RR
1 Cheer/1 Coach
2060 TV
My opponent, WE
Tree: MultiBlock, Guard, Grab
WD: Tackle, SS, Shadowing, Pass Block, Guard
WD: MB, PO, SS, Grab, JU
TH: Rookie
CA: +AG, SS, Leap, Block
CA: +MA, SS, Fend, SF, Block
CA: +AG, Shadowing, Block
CA: SF
LN: Block, Dodge, Daunt
LN: Block
LN: Rookie x 2
12 players
4 RR
2 Coach/2 Cheer
TV 2160
I think the obvious things apply - kick if given the opportunity. Try to avoid the Tree unless I get a perfect shot with a wolf. Target the WDs. Keep the two guard players around the ball carrier in diagonals if possible.
My team:
FG: Block
FG: Block
Wight: +AG, +AG, Guard, Dodge, MB, -AG
Wight: +AG, MB, Guard, Tackle, SF
WW: Block, Dodge, MB, PO, SS, JU
WW: Block, Dodge, MB, Dauntless, Tackle, SS
GH: Block
GH: Wrestle, +AG, Tackle, SS, -MA [MNG]
Z: Wrestle, Fend
Z: DP
Z: Wrestle
Zx2: Rookie
13 Players
4 RR
1 Cheer/1 Coach
2060 TV
My opponent, WE
Tree: MultiBlock, Guard, Grab
WD: Tackle, SS, Shadowing, Pass Block, Guard
WD: MB, PO, SS, Grab, JU
TH: Rookie
CA: +AG, SS, Leap, Block
CA: +MA, SS, Fend, SF, Block
CA: +AG, Shadowing, Block
CA: SF
LN: Block, Dodge, Daunt
LN: Block
LN: Rookie x 2
12 players
4 RR
2 Coach/2 Cheer
TV 2160
Reason: ''
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Re: Playoff Time
It is set up to be a great game.
I'm not sure I understand why kicking is a good idea.
Sure receive in the second half but doesn't cas'ing and koing elves earlier help more.
The one turn threat should be nullified by 2 standfirm Golems with a sidestep piece inbetween. with appropriate placement of other players to avoid the tree blitzing in to cancel sidestep. (edit) just noticed the warddancer with grab
Good luck
I'm not sure I understand why kicking is a good idea.
Sure receive in the second half but doesn't cas'ing and koing elves earlier help more.
The one turn threat should be nullified by 2 standfirm Golems with a sidestep piece inbetween. with appropriate placement of other players to avoid the tree blitzing in to cancel sidestep. (edit) just noticed the warddancer with grab
Good luck
Reason: ''
- mattgslater
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Re: Playoff Time
I'm counting 13 players on the elves. What's their record?
Good luck, man. That's a good-looking elf team. You'll need to be ready to foul. Fortunately, you have the Wrestle, Tackle, and POMB to have a good shot at taking out the key pieces.
What do you know about his tendencies? How will he run his defense?
Good luck, man. That's a good-looking elf team. You'll need to be ready to foul. Fortunately, you have the Wrestle, Tackle, and POMB to have a good shot at taking out the key pieces.
What do you know about his tendencies? How will he run his defense?
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: Playoff Time
I updated the Lineman number - I had counted one guy twice.
My opponent finished 4-2-4, I was 5-3-2.
My opponent had a necro team in his regular season division, so got some insight watching replays. Both his games against the necro team (which was less developed then mine) ended up in 2-2 ties and with something like 5 elves on the pitch.
The elves choose to receive when given the chance - and focused on opening the opposing defense to use the PO War Dancer to hit Ghouls. He also played a wide open offense leaving the thrower deep and sending almost everyone else into the Necro end while stalling. He was *very* aggressive, several times leaving the thrower open to a 1D blitz with a GFI. He was also willing to send half his team to cluster around a WW to foul.
So on my defense then, I think I should play a tighter D, allowing him to get into my zone at the expense of having fewer shots on the WWs and Ghouls.
When he had a full squad, he lined off in an offset D, with the line fodder and the Tree on one side of the middle zone, and most of his remaining players on the other.
So this leaves me with a few things to consider.
1) Kick or receive if I get the choice? I'm now leaning towards receiving, especially if he stays at 12 players. The flow then if I play it right would be T8 TD and grind, him getting a shot at One Turn TD. If he fails the One Turn TD, he is going to have to give the ball back to me, either in OT or regulation. If he makes the One Turn TD I have to stop him or make him score his second TD *fast*.
2) Attack the Tree? I do have a Dauntless wolf, and losing the tree would hurt...but dauntless against st6 means I need a 4+. If I set up assists, that means 4 players in the area, and with SF he'll control where the bulk of my players are. I'm leaning against attacking the tree baring a perfect attack opening up.
3) Deploy one Ghoul or two on defense? I have three skilled zombies - so if I sit the blodge ghoul, he gets replaced by a rookie zombie...but that means I can line the DP zombie off of the LOS.
4) What defense to line up in? The ziggaraut is too open, the arrowhead probably too conservative.
5) How to stop the One Turn TD? If I put the golems on the line that would make it tough. Something like GZG with Z's two spaces behind the Golems?
The last time I played a similar elf squad was a pro elf team that took me to OT in the playoffs two seasons ago - so this should be exciting.
My opponent finished 4-2-4, I was 5-3-2.
My opponent had a necro team in his regular season division, so got some insight watching replays. Both his games against the necro team (which was less developed then mine) ended up in 2-2 ties and with something like 5 elves on the pitch.
The elves choose to receive when given the chance - and focused on opening the opposing defense to use the PO War Dancer to hit Ghouls. He also played a wide open offense leaving the thrower deep and sending almost everyone else into the Necro end while stalling. He was *very* aggressive, several times leaving the thrower open to a 1D blitz with a GFI. He was also willing to send half his team to cluster around a WW to foul.
So on my defense then, I think I should play a tighter D, allowing him to get into my zone at the expense of having fewer shots on the WWs and Ghouls.
When he had a full squad, he lined off in an offset D, with the line fodder and the Tree on one side of the middle zone, and most of his remaining players on the other.
So this leaves me with a few things to consider.
1) Kick or receive if I get the choice? I'm now leaning towards receiving, especially if he stays at 12 players. The flow then if I play it right would be T8 TD and grind, him getting a shot at One Turn TD. If he fails the One Turn TD, he is going to have to give the ball back to me, either in OT or regulation. If he makes the One Turn TD I have to stop him or make him score his second TD *fast*.
2) Attack the Tree? I do have a Dauntless wolf, and losing the tree would hurt...but dauntless against st6 means I need a 4+. If I set up assists, that means 4 players in the area, and with SF he'll control where the bulk of my players are. I'm leaning against attacking the tree baring a perfect attack opening up.
3) Deploy one Ghoul or two on defense? I have three skilled zombies - so if I sit the blodge ghoul, he gets replaced by a rookie zombie...but that means I can line the DP zombie off of the LOS.
4) What defense to line up in? The ziggaraut is too open, the arrowhead probably too conservative.
5) How to stop the One Turn TD? If I put the golems on the line that would make it tough. Something like GZG with Z's two spaces behind the Golems?
The last time I played a similar elf squad was a pro elf team that took me to OT in the playoffs two seasons ago - so this should be exciting.
Reason: ''
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Re: Playoff Time
swil - sounds like you need to disrupt his normal game by:
(a) receiving if you win the kick,
(b) setting up a defense which denies him space, and
(c) being on the lookout for a direct attack on the ball by one of your Tackle players.
Hope that helps.
(a) receiving if you win the kick,
(b) setting up a defense which denies him space, and
(c) being on the lookout for a direct attack on the ball by one of your Tackle players.
Hope that helps.
Reason: ''
Smeborg the Fleshless
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Re: Playoff Time
In the playoffs, with over-time involved, you absolutely need to receive first if you have the chance. It means that, assuming defense doesn't win the day, you will have infinite turns to score your winner in the second half.
I've won most of the play-off games I've been able to receive first simply because of the initiative it gives.
I've won most of the play-off games I've been able to receive first simply because of the initiative it gives.
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Re: Playoff Time
All the overtime I've ever played was done as an extra half.Bathoz wrote:In the playoffs, with over-time involved, you absolutely need to receive first if you have the chance. It means that, assuming defense doesn't win the day, you will have infinite turns to score your winner in the second half.
I've won most of the play-off games I've been able to receive first simply because of the initiative it gives.
For example, on FUMBBL, it used to be a full 8 turns after the first 16 (which favoured bashers), and it's now a golden goal situation for a maximum of 8 turns (first TD wins). Either way, you still set up and kick again, preventing the infinite drive you mentioned.
Reason: ''
- spubbbba
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Re: Playoff Time
Well if it’s on Cyanide they messed it up and overtime goes on forever until 1 team loses.
I’d ignore the tree by giving it a zombie to play with and hope it roots. You can always try to dodge him away later as it will work on a 4+. Him taking shadowing is good news as it’s a poor skill, I don’t get the stand firm on the catchers either.
You need to protect your ghouls and to a lesser extent the wolves from the PO wardancer, so he will be a prime fouling target should he go prone. Setting up 3D blocks on the catchers with your MB tackle guys is certainly a good plan if he exposes them too.
I’d ignore the tree by giving it a zombie to play with and hope it roots. You can always try to dodge him away later as it will work on a 4+. Him taking shadowing is good news as it’s a poor skill, I don’t get the stand firm on the catchers either.
You need to protect your ghouls and to a lesser extent the wolves from the PO wardancer, so he will be a prime fouling target should he go prone. Setting up 3D blocks on the catchers with your MB tackle guys is certainly a good plan if he exposes them too.
Reason: ''
- Sandwich
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Re: Playoff Time
I had an elf (pro) blitzer with Shadowing and tackle, who was a pain on the butt for people trying to escape - its a decent safety pick. And WDs have better MA so should work even better - will be a nuisance if he gets used to mark up ghouls/wolves.spubbbba wrote:Well if it’s on Cyanide they messed it up and overtime goes on forever until 1 team loses.
I’d ignore the tree by giving it a zombie to play with and hope it roots. You can always try to dodge him away later as it will work on a 4+. Him taking shadowing is good news as it’s a poor skill, I don’t get the stand firm on the catchers either.
You need to protect your ghouls and to a lesser extent the wolves from the PO wardancer, so he will be a prime fouling target should he go prone. Setting up 3D blocks on the catchers with your MB tackle guys is certainly a good plan if he exposes them too.
I'd guess that the SF on the catchers is sure feet (for a cheesy one-turner) rather than stand firm.
Wardancers are always foul targets if they go prone


Reason: ''
Stunty Cup: NAFC 2014, WISB IV
Most TDs: Cambridge Doubles 2011, Carrot Crunch VI, Boudica Bowl
Wooden Spoon: STABB Cup 2
Most TDs: Cambridge Doubles 2011, Carrot Crunch VI, Boudica Bowl
Wooden Spoon: STABB Cup 2
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Re: Playoff Time
Catcher #2 has sure feet.
Catcher #4 has stand firm.
I don't get the latter pick at all - SS is probably better on a catcher anyway, and costs 10k less.
Catcher #4 has stand firm.
I don't get the latter pick at all - SS is probably better on a catcher anyway, and costs 10k less.
Reason: ''
- mattgslater
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Re: Playoff Time
Smackitty smack smack smack. That's how you'll win this one. Receive first, foul like mad, stick a rookie Zombie on the Tree, only Dauntless it if you can get 3 assists without going nuts (like if he puts him in a 101 line). Trees aren't crap, but on a Wood Elf team, they're only situationally good (yes, very good... situationally).
Unless you can Cas the Tree, don't bother stalling. He has an excellent chance at 1TTD, but you have a good shot to takeaway and repeat. Of course, if you can take out most of the elves, you may safely be able to CPOMB the Tree, and then foul him with DP if he survives.
You might consider a 303 line, actually. This game won't come down to space in the middle. Maybe a 5-man spine screen (63036) in the backfield, with SS as your 6-techs and Golems at 3-tech, with your 3 safeties at the 5 and 0 techniques. By putting your backfield 3 squares back and keeping two squares between each of your line-Zeds, you cost the elves an action.
– – – –|z – – z – – z|– – – –
– – – –|– – – – – – –|– – – –
– s – –|g – – x – – g|– – s –
– – x –|– – – x – – –|– x – –
If you get rid of the tree, you can go to a 101 Zig-based defense using the Golems and the Dodge Wight (the one who can die, for all you care).
– – – –|– – g w g – –|– – – –
– – – –|x – – – – – x|– – – –
– s x –|– x – – – x –|– x s –
Shadowing would make sense on that Dancer if he didn't have Guard. But he's such a huge target that "gotta block that guy!" is already sort of a given.
Unless you can Cas the Tree, don't bother stalling. He has an excellent chance at 1TTD, but you have a good shot to takeaway and repeat. Of course, if you can take out most of the elves, you may safely be able to CPOMB the Tree, and then foul him with DP if he survives.
You might consider a 303 line, actually. This game won't come down to space in the middle. Maybe a 5-man spine screen (63036) in the backfield, with SS as your 6-techs and Golems at 3-tech, with your 3 safeties at the 5 and 0 techniques. By putting your backfield 3 squares back and keeping two squares between each of your line-Zeds, you cost the elves an action.
– – – –|z – – z – – z|– – – –
– – – –|– – – – – – –|– – – –
– s – –|g – – x – – g|– – s –
– – x –|– – – x – – –|– x – –
If you get rid of the tree, you can go to a 101 Zig-based defense using the Golems and the Dodge Wight (the one who can die, for all you care).
– – – –|– – g w g – –|– – – –
– – – –|x – – – – – x|– – – –
– s x –|– x – – – x –|– x s –
Shadowing would make sense on that Dancer if he didn't have Guard. But he's such a huge target that "gotta block that guy!" is already sort of a given.
Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: Playoff Time
Here are the defenses I am considering - though you raise a VERY good point with spreading the line fodder. Better to NOT let the tree cover all three just by standing there - so imagine the line Zombies as Z--Z--Z
One Ghoul
http://s1160.photobucket.com/albums/q48 ... _ghoul.jpg
Two Ghouls
http://s1160.photobucket.com/albums/q48 ... _ghoul.jpg
One Turn D
http://s1160.photobucket.com/albums/q48 ... turn_D.jpg
I guess the big question is whether I want the DP Zombie or the Blodge Ghoul on the pitch if I have to kick first.
One Ghoul
http://s1160.photobucket.com/albums/q48 ... _ghoul.jpg
Two Ghouls
http://s1160.photobucket.com/albums/q48 ... _ghoul.jpg
One Turn D
http://s1160.photobucket.com/albums/q48 ... turn_D.jpg
I guess the big question is whether I want the DP Zombie or the Blodge Ghoul on the pitch if I have to kick first.
Reason: ''
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Re: Playoff Time
A 2-1 grind for the MC (my necro team).
The first drive appeared decisive as the MC scored 3 CAS - including killing SuperStar WD Kaila Greentracer and CAS'ing Treeman Rustle - both by the talented foot of Zombie Tupac Shakur. Asked about it the former rapper opined, "All I'm trying to do is survive and make good out of the dirty, nasty, unbelievable lifestyle that they gave me. "
However, the Pruners were able to tie the game up at the half though by the one turn TD effort of specialist catcher Orchadi.
Going into the second half then the question appeared to be whether the Pruners would try to score fast and hope to stop the MC or slow and try to run out the clock.
The Pruners sent two catchers deep and got in a scrum with the line Zombies.
This left a small gap for WW Krimlarg to burst through, take down the ball carrier, and grab the ball.
Both the MC and the Pruners players started sprinting back to the ball, but the Challenged were able to get better positioning as the Pruners sorely felt the loss of their WD (who had Guard and Tackle) as the MC ran the clock down to score as time expired.
Player of the Game Zombie Tupac Shakur - 3 CAS.
I think I learned a bit by watching my opponent's replays. I knew there was a good chance he would leave an opening to blitz the ball carrier deep in his zone - and sure enough that decided the game.
The first drive appeared decisive as the MC scored 3 CAS - including killing SuperStar WD Kaila Greentracer and CAS'ing Treeman Rustle - both by the talented foot of Zombie Tupac Shakur. Asked about it the former rapper opined, "All I'm trying to do is survive and make good out of the dirty, nasty, unbelievable lifestyle that they gave me. "
However, the Pruners were able to tie the game up at the half though by the one turn TD effort of specialist catcher Orchadi.
Going into the second half then the question appeared to be whether the Pruners would try to score fast and hope to stop the MC or slow and try to run out the clock.
The Pruners sent two catchers deep and got in a scrum with the line Zombies.
This left a small gap for WW Krimlarg to burst through, take down the ball carrier, and grab the ball.
Both the MC and the Pruners players started sprinting back to the ball, but the Challenged were able to get better positioning as the Pruners sorely felt the loss of their WD (who had Guard and Tackle) as the MC ran the clock down to score as time expired.
Player of the Game Zombie Tupac Shakur - 3 CAS.
I think I learned a bit by watching my opponent's replays. I knew there was a good chance he would leave an opening to blitz the ball carrier deep in his zone - and sure enough that decided the game.
Reason: ''
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Re: Playoff Time
Well done, swil - sounds like a satisfying win. I wouldn't call it a grind, though, it looks more like a win by turnover.
All the best.
All the best.
Reason: ''
Smeborg the Fleshless
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Re: Playoff Time
Round 2!
I picked up a regular skill on the Blodge Ghoul. I'm thinking SS. With the skill I'll be at 2220 TV, so +100 - I do have 2 coaches and 2 cheerleaders so I will probably drop one of each so my opponent can only get a babe, not two.
Receive if given the choice. I'm thinking an arrowhead D to start with so my opponent can only hit a Z or FG. Target the killer BM! Foul the -AV players if I get the chance.
I beat this team in the playoffs last year, winning the battle of attrition(6 KO, 6 CAS vs 4 KO, 1 CAS), but they are stronger then they were, and I am a bit weaker.
Thoughts?
My opponent CHAOS
MN: SF, Claw, Tents
CW: Block, Dodge, Guard, SF
CW: Block, Guard, MB, Claw
CW: Block, Guard, SF
CW: MB
BM: Block, Tackle, Guard, Two Heads, -AV
BM: Block, MB, Claw, Tackle
BM: Wrestle, Tackle, Kick, -AV
BM: Guard, Block, -AG
BM: Block, SH
BM: +ST, Block, -AG, -AV
BM: Block
RM: Rookiex2
14 players
1 Coach
3 RR
TV2120
I picked up a regular skill on the Blodge Ghoul. I'm thinking SS. With the skill I'll be at 2220 TV, so +100 - I do have 2 coaches and 2 cheerleaders so I will probably drop one of each so my opponent can only get a babe, not two.
Receive if given the choice. I'm thinking an arrowhead D to start with so my opponent can only hit a Z or FG. Target the killer BM! Foul the -AV players if I get the chance.
I beat this team in the playoffs last year, winning the battle of attrition(6 KO, 6 CAS vs 4 KO, 1 CAS), but they are stronger then they were, and I am a bit weaker.
Thoughts?
My opponent CHAOS
MN: SF, Claw, Tents
CW: Block, Dodge, Guard, SF
CW: Block, Guard, MB, Claw
CW: Block, Guard, SF
CW: MB
BM: Block, Tackle, Guard, Two Heads, -AV
BM: Block, MB, Claw, Tackle
BM: Wrestle, Tackle, Kick, -AV
BM: Guard, Block, -AG
BM: Block, SH
BM: +ST, Block, -AG, -AV
BM: Block
RM: Rookiex2
14 players
1 Coach
3 RR
TV2120
Reason: ''