One Turn Wonder

Want to know how to beat your opponents, then get advice, or give advice here.

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Grumbledook
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Post by Grumbledook »

stripball woudl be useful as would block, block will make him that much hard to take down and also most people leave the ball with the thrower deep and they don't often have block

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Post by Count Zappa »

norev wrote:Of course, you do win games with him on your side, but if he RIPs, what do you have? A rookie team that reminisces of the great star that once used to play for the team... :-?
That's precisely the reason why the best players on a team have to be given a rest now and then.

I'll rest my best in non-playoff matches when I know the top talent won't be needed to win the game. Those linemen have to get experience too... you never know when your best will miss games or get sent into pine box retirement.

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With a re-roll, it's like a four-dice block!
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Post by Shadow »

norev wrote:Only problem with one-turners is, while he scores most of the TDs and becomes a big star, the rest of the team stays undeveloped. Believe me, been there, done that. :)

Of course, you do win games with him on your side, but if he RIPs, what do you have? A rookie team that reminisces of the great star that once used to play for the team... :-?
I can say nothing else but THAT'S RIGHT!

I'm very glad that my four orc blitzers almost divide the SSPs up evenly. So they develop evenly and it's not that bad when one goes off the field badly hurt or something. i just wonder why my ogre can't get any SSPs together...

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Post by Cooper »

If other teams have the (solid) option of scoring an 8-turn-TD, you NEED the oneturner, otherwsie you cannot win.

Ofcourse, horns-dauntless-leap-AG4-stripball-players also make that 8-turn-option a lot harder...

W

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Post by FlameKnight »

One of the blitzers in my human team did that 3 times in a row, when my team took the kick off he dodged through the opponents and took out their thrower that was carrying the ball. next turn he couldn't be taken down by the opponents and he scored touchdowns.

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Re: One Turn Wonder

Post by Five Minute Lasters »

1-turn td's?!?! that almost sounds like cheating to me!!! my commish foribd it and i'm glad he did: it ruins the game!!!

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Post by Tim »

Shadow_Dragon wrote:If you hit someone and they fall backwards or get pushed back and the three spaces are filled then somone else has to be pushed back, you can't choose to push someone into someone else however if there are available spaces for him to go to! Thats the long and short, managing to score a 1 turn touch down that way is almost impossible i think!
Not really, with MV9 it's actually pretty common. Here's an example on how to get your gutterrunner #16 two squares closer to the endzone by just 3 actions that have to result in a Pushback (2 dice, 3 dice possible sometimes. Of course reality is a bit more complicated because of more defence, but you get the idea.

Setup

Step 1 - Blitz

Step 2 - Block

Step 3 - Block

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Post by DoubleSkulls »

At a tournament Al the Trowel managed a 1 turn TD with a rookie human catcher using this tactic.

I've had it done to me, and I've done it too. Admittedly not a very high probability play, but in those situations you rarely have much to lose.

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Post by Tim »

Theoretically it's even possible with Norse (MV6+Frenzy), but that requires a lot of luck.

And of course, after all that work and luck before, we all know what happens at the last gfi to the endzone ...

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Post by BadMrMojo »

Tim wrote:Theoretically it's even possible with Norse (MV6+Frenzy), but that requires a lot of luck.
Even more luck with rookie dwarves. Yes, it can be done... with a quick snap and a whole lotta rolls. Don't believe me?

Inspired by Tim's setup, here's a 1 turn TD with rookie dwarves. It makes 2 assumptions. You need a quick snap and either a touchback or a kick really close to the LoS and a risky pass and catch. If you get a touchback, ignore the second to last step and just give the ball to runner #1 to start with.

setup

quick snap moves

longbeard #9 moves (1gfi)

slayer #3 blocks and pushes (first push)

slayer #3 second push

longbeard #8 moves (1gfi)

longbeard #10 blocks (assume knockdown of some sort)

longbeard #7 moves

blitzer #5 moves

other #6 blitzer moves

trollslayer #4 first push

trollslayer #4 second push (assume knockdown. Both these knockdowns just make it a lot easier. It's hypothetically possible without either or both, but not to the point of being worth mentioning.)

runner #2 moves up and passes to #1

runner #1 scores (2 gfis)

If you get the Quick Snap and a touchback then all it takes is a bunch of 2-3 die blocks (rolling pushes or pows when you need them) and 4 gfis.

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Post by Mestari »

No need for the touchback - wouldn't you have the longbeard in your backfield for making the long bomb to the intended scorer in case the kick is not near the LOS? :lol:
A nice play, anyhow - that would be nice to pull of in a tourney :D

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Post by Tim »

Who spots the mistake? :)

Sorry, bad mojo, there's a mistake in there. And i think it's possible without a quicksnap, even with dwarfs.

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Post by BadMrMojo »

Tim wrote:Who spots the mistake? :)

Sorry, bad mojo, there's a mistake in there. And i think it's possible without a quicksnap, even with dwarfs.
Heh you're right. First push (I even screwed up the link!). I'll change it around slightly and use the trollslayer to blitz from the opponent's side.

Ok, change the setup as so:

setup take II

quick snap moves take II

and instead of the faulty "slayer #3 first push", add these two steps:
slayer #3 blitzing move

slayer #3 first push

Everything else should be the same (or close enough that I'm not going to bother redoing it). Thanks for assisting on my Really Stupid roll, Tim.

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Post by MadLordAnarchy »

So that's what all the fuss about secondary pushing is about. I thought it was something along those lines. I don't know why but I've always played that you can't push into a square containing your own players.

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