One turn score option plays (throw team mate or run it)

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Smeborg
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One turn score option plays (throw team mate or run it)

Post by Smeborg »

My tabletop open league Underworld team has acquired some genetic enhancements, chief among these are +1MA on a Linerat and +1MA on a Thrower (who also has Block, X-Arms, K-Ret, Accurate). This allows the team an "option play" one-turn-score on turn 8 or 16. They can chain-push the Linerat forward 3 squares, or they can use the Warpstone Troll to lob a Gobbo (combined with some chain-pushing if appropriate). 2-Heads Gobbos are quite good at helping with chain-pushing, since they can infiltrate anywhere to fill squares. The "option play" has the advantage of creating problems for the defender (which play does he defend against?).

Don't get too excited, though. They haven't managed a one-turn-score yet...

My other team that can do this (in theory) are Gobbos, since the Pogo has S-Feet, Sprint. But I tend to use him as the ball-retriever and go the lob-a-Gobbo route. Like the Underworld, they have not managed a one-turn-score yet (the Gobbo always goes splat). But being Gobbos, they live in hope.

It occurs to me that other league teams might reach "option play" status, for example, Orcs with a +2MA Blitzer, or Chaos Pact with a +1MA Linerat. Anyone else out there had some fun with this?

All the best.

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Carnis
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Re: One turn score option plays (throw team mate or run it)

Post by Carnis »

A team with a kicker can make the TTM play extremely unlikely, as it requires a handoff so kicking far backfield you can plan the defence for the "normal OTT".. A KOR thrower makes it harder, but even with that if you can get the ball on the last 3 squares of the pitch it will be impossible or the last 4 squares and 1-2 squares sideways from the thrower..

Ofc you can go 8men holding hands, or 5 back, 3 mid (to make TTM landing harder). It's hard for me to once again make out what your point is, though? ;)

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mattgslater
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Re: One turn score option plays (throw team mate or run it)

Post by mattgslater »

I've never had a TTM 1TTD. I've had a lot of 2TTDs that way, and I've seen a 1TTD that way, but the ball has to land favorably. Chaining for it is much easier, especially with a MA8 player. That MA8 Thrower, if you give him KOR, will be good for the TTM TD, but I'm not convinced that you should do it. Maybe if you do, get a Catch or XA Goblin.

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Smeborg
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Re: One turn score option plays (throw team mate or run it)

Post by Smeborg »

Carnis wrote:A team with a kicker can make the TTM play extremely unlikely, as it requires a handoff so kicking far backfield you can plan the defence for the "normal OTT".. A KOR thrower makes it harder, but even with that if you can get the ball on the last 3 squares of the pitch it will be impossible or the last 4 squares and 1-2 squares sideways from the thrower..

Ofc you can go 8men holding hands, or 5 back, 3 mid (to make TTM landing harder). It's hard for me to once again make out what your point is, though? ;)
Carnis - perhaps your comments answer these question, at least in the context of my Underworld team. The Thrower with MA8+KoR is a good answer to Kick. The MA8 Linerat is another answer, with his chances to OTS. And my original question was simply to find out if there are any other "option play" teams out there.

All the best.

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