Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
Wilhelm von Klaiserkopf wrote:
So, the general consensus is... yu don't stop 1TS unless it's turn 8.
That's certainly the consensus in my part of London. I stopped it in my league by introducing an MA cap of 9. It just seems pointless playing with or against 1TS.
So did you get rid of throw team mate as well?
Yes
I just made it so the guy that lands can't take an action after they have landed.
Even though the following team has 2 one-turners (both niggling on ageing results) which were used a lot lately, I would say that one-turners are not particularly strong. They eat too much TR and one-turning gets your elves on the line too often (problem with this team have been 3 dead Wardancers (ST 4 / AG 5, 3/6, 3/5 IIRC) due to failed apoths, and last game the tree was killed twice)
The good thing about MA 11 players is their capability to maximize on mistakes/fumbles of the opposing team, I'd never have given these guys Sure Feet or Sprint to become one-turners. And now I'm considering to retire them, they seem just superfluous to me.
By the way: I've also played with ordinary teams against one-turners and they were never such a problem. I'd say that experienced players need not be scared of one-turners, just don't let yourself become that easily impressed.
Mirascael wrote:By the way: I've also played with ordinary teams against one-turners and they were never such a problem. I'd say that experienced players need not be scared of one-turners, just don't let yourself become that easily impressed.
Ya, I'm in this club. One turners have never really frightened that much. I don't usually go out of my way to develope one unless their first or second advancement is movement and then they sit on the bench unless I am running low on players or need to score in the last turn. Any other use for them hurts the rest of your team.
When playing against the 1TS, I let him score (of course making him roll as many dice as possible) then reply with a smash mouth march down the field. The one turn score will fail eventually.
I've played against OTS's with both power and tweener teams - and yes the trick is lots of hitting on those (most likely) av7 players and clock management.
However, how do other agility teams do it?
Suppose you are say HE playing against skaven with an OTS? You can't really outbash them.
And what about humans or lizards with an OTS?
I remember playing a human team with a OTS a while back with my lizards. I couldn't beat up his team too much as I wasn't that much more power oriented though I did tie the game at 4-4.
I don't know why people worry about 1-turners so much... for the two teams that can realistically develope them (skaven + WE) they are a comparably unreliable way of scoring as opposed to a 2 or 3 turn score...
take skaven for example, and assume a developed thrower with: sure hands, pass, accurate, a normal GR, and a 1-turn GR with 11Mv, dodge, sure feet. The defender has a player with kick, thus forcing a pass+handoff, and has placed his team in such a way that even with a well placed BLITZ the gutter runner must dodge at least once... assuming no TACKLE/Diving Tackle/etc... on any defenders, and assuming rerolls (skill & team) are used in the most statistically advantageous moment, the Skaven team still only has roughly a 69% chance of scoring:
And if the score fails, more likely than not the 1-turner is hung out to dry with little to no support, and the defender should be in a good position to pick up the ball, and drive down...
It's a high risk play even with some fairly advanced players on the offense, and only kick on the defense... throw in that it needs a successfull pushback on a BLITZ if you set up properly, and I see it more as a oppotunity for the offense to do my work for me (creating turnovers), and makes the job of scoring defensively that much easier. It is much more difficult to stop a well played 2 turn skaven/WE offensive play.
swilhelm73 wrote:Hmm, this brings up an interesting question.
I've played against OTS's with both power and tweener teams - and yes the trick is lots of hitting on those (most likely) av7 players and clock management.
However, how do other agility teams do it?
Suppose you are say HE playing against skaven with an OTS? You can't really outbash them.
And what about humans or lizards with an OTS?
I remember playing a human team with a OTS a while back with my lizards. I couldn't beat up his team too much as I wasn't that much more power oriented though I did tie the game at 4-4.
Same way, HE's can get stuck in with linerats and come out on top. AV8 is an advantage, the fact your line elves develop faster and get skills faster is another thing. If you have a ball carrier with Block, Dodge, and Sure Hands you have less to worry about the leaping stripballer.
Alternatively with HE, Humans, etc...Instead of thinking of clock managment in terms of a 2-1 victory just think of it as in if he recieves you do two turn score and make the last point on your turn 8. If you recieve make your two turn scores and you score on your turn 8 and you should be 1 point ahead when its all said and done. If he uses his OTS everytime to reply a score then he will fail eventually (thats when you kick his OTS in the teeth while he is on the ground). More so because you both will be scoring more and hence rolling more. Just make sure during one of the halfs you make the point that he cannot respond to.
Hi MadLordAnarchy,
IMO, you've slammed the TTM teams too hard.
After all, a skaven/woodie team can still score fairly easily with a MA9 movement cap.
And TTM OTS'ing is a lot harder than just running ahead.
swilhelm73 wrote:Hmm, this brings up an interesting question.
I've played against OTS's with both power and tweener teams - and yes the trick is lots of hitting on those (most likely) av7 players and clock management.
However, how do other agility teams do it?
Suppose you are say HE playing against skaven with an OTS? You can't really outbash them.
And what about humans or lizards with an OTS?
I remember playing a human team with a OTS a while back with my lizards. I couldn't beat up his team too much as I wasn't that much more power oriented though I did tie the game at 4-4.
If you have the time:
Get a fumbbl account and develop a Skaven and/or Wood Elf team.
Then try to develop one-turners and play against the races you have problems with when playing against one-turners. Prefer to play against good coaches. You will learn how to handle one-turners from them.
Mad Lord Anarchy wrote:People wouldn't believe the variety in my BBowlers. None of them have heard of TBB or BBRC or JJ and none of them listen to hard rock or have long hair. They all want to win but we don't want dominating strategies, it's a battle of the coaches not of the best skill combos. Passing is just too high a risk for most people even if the team that won the title did have the passer with the most yards (though not completions).
The Kick/Pass Block approach to 1-turners may make it slightly more difficult but there's still nothing that can be done to stop them if they make their relatively easy rolls. I firmly believe that if one team cannot directly intervene to prevent the other team from achieving their goals, it is not sport. Darts, snooker, gymnastics, 1-turners are not sport.
The same advice goes to all those guys who claim that one-turners would be broken. They are not. You will see it when you try to develop and play such teams yourself.
BTW: I don't listen to hard rock (I hate guitars) and fancy short hair.
Hi Mirascael,
>The same advice goes to all those guys who claim that one-turners
>would be broken. They are not.
Depends on your definition of broken.
I recently played against a skaven team. I'm bashed as hard as I could but it wasn't enough. I fought for every inch of the pitch, managing 4 very hard scores.
He one turn scored 4 times, then capitalized on the one turnover (1-1) that I rolled.
Tal about a depressing game.
If you can be bothered, check out this article on the subject: viewtopic.php?t=9687
plasmoid wrote:If you can be bothered, check out this article on the subject: viewtopic.php?t=9687
I did. Sprint is such a bad skill, that I doubt that I will ever select it for a Wood Elf Catcher again, one-turner or not. I did it once and deeply regretted it. Not only do one-turners destroy your team balance, Sprint and Sure Feet are of little use in defence also. One-turners may win games, defence (i.e. Catchers equipped with proper skills) will win championships.
Hi Mirascael,
I see it differently.
Being one-sided will get you in trouble.
Having a one-turn scorer and 3 catchers with defence skills will get you the best of both worlds. IMO, a one-turner doesn't steal spps from anyone if he only scores when there is one turn left.
Most games are lost/won by one 1 TD, or end in a draw.
If you get just one more TD in almost every game then your stats will improve a big lot.
Martin