The 8 turn Grind - what to do with AV7-8

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mattgslater
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Post by mattgslater »

The only problem is that your propensity to get hurt increases with each opposing team turn. The chance of blowing a turn at the wrong time rises as the number of weird situations goes up and the TRRs start to dissipate. When that happens, it's likely that a lot of your guys will get knocked over, and your MA advantage will be for naught.

I ask a simple trio of questions at the start of each turn with an expensive AV7 team.

1) Is this the first turn of the drive?

If YES:
2a) How will I score next turn?
3a) What's my backup plan?

If NO:
2b) How will I score this turn?
3b) What's the easiest way to do that?

It's far superior to establish your plan in response to the flow of turn 1, while it's still likely that most of your guys are still standing.

One I forgot: Leap as a 2nd skill on a Blitzer! Blodge/SS is really annoying on the ball and makes him a poor target for blitzing, and Leap is a great way to get there, especially at the start of the half. At 31 SPP, Leap plus Frenzy or Strip Ball makes him a real panic-inducer, especially if you have a lino with Guard.

If you're gaming for Orcs, don't bother with Strip Ball. It's a good skill, but it's not very good against Orcs. Ditto Dwarfs. The other bash teams learn to fear it, though. It took me awhile to see how cool it was, 'cause I cut my teeth on Orcs, but it's freakin' deadly against Norse or Undead.

I often try to leave a guy open in scoring range, out of the action, should I fail to break the cage before it starts downfield. This is a good use for a NOS player (hint), or for a lino within 4 SPP of going up.

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purdindas
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Post by purdindas »

I dont think scoring quickly is the answer. You give the slow grinding team an advantage of more time to score their touchdown. Slow grind right back at them and try to minimise your casualties by dodging (easy if you elves) or trying to get your players out of trouble in other ways (not following up on blocks etc.). Teams like elves and such can handle losing a few players here and their so dont be put off by a few casualties.

I would now like to expand my strategy also to forcing the slow grinding team to score as quickly as possible (If you can't turn them over that is). This leaves you with plenty of time in the half to score.

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SillySod
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Post by SillySod »

Spread out a little but use your first turn to push down the centre. Then play a little like you were trying to stall their cage and wait for an opportunity to score... its very hard for a defence to remain balanced while also pushing forwards. I usually take opportunity of the safe backfield to throw some free SPP :)

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