The Jackass Offense: Turn 1 Surf on a 303 Line
Posted: Fri Jan 27, 2017 10:27 pm
I developed this on FUMBBL.
Quick Terminological Note: for notating the width of the pitch, I designate each column (row on the FUMBBL pitch, which is sideways from this perspective) from L7 to R7, with 0 in the center. The Wide Zone Marker is between columns 3 and 4 on either side.
Generally, most opponents set up one of four three-man defensive lines: 101, 303, 202, and 123/321.
I'm going to show you how to punish your opponent for playing a 303 line, using one player with Frenzy.
So the enemy sets up a 303 "boat" or "rule of 5" defense.
You've seen that lots of times, right? Nice and conservative, gives you some control on both sides of the pitch, makes the opponent commit a lot of men to the line. Common defense, and not a bad one.
So you set up like this: #7 is your Frenzy player. It helps if #1, #3, #5, and/or #9 is ST4, so you can blitz without an assist, 'cuz this tactic eats manpower. Mighty Blow on #2 and #4 is nice to have too. But that's all not necessary. Just the one Frenzy and equal ST on the line.
leaving you 2 players to play the ball (not pictured). If your opponent has no Frenzy, you can move #1 one square outside (to the offense's right, the reader's left on the diagram).
First, block with #2 and #4, going for pow like normal. If #2 pushes, he follows so 3 gets a bite at the apple (unless 3 is ST4 or 4 has Guard). If #4 pushes, ditto, with 5 getting the follow-up block. #2 blocks should do it. If not, c'est la vie, just push 'em away. Likewise if the ball is on the reader's left (offense's right), you might take a push and push away so #3 and/or #5 can reposition. But usually go for the second block.
Then, block with #6, using #7's assist. Push sideways and don't follow. If you get a pow so be it, take it or don't. Pushes are at least as good, though, as they let you put your plan into action.
If you push with #6, block with #7, taking pushes over pows if you feel nasty. Frenzy block him laterally, then upfield with the second block (into your half).
#1 can move at any time from here out, either blitzing the backside (the reader's left) or moving to cover #6. Likewise, you can move one guy up from the backfield to cover #6, and prevent a hole from opening. Or he can stay where he is to cover the back side of the play.
From here, if #10 (let's call him 0) moves up and #1 doesn't move, the LOS looks like this.
#8 then blocks, aiming for the push, pushing him so that #9 can make the surf. Follow if #9 needs the assist.
I've done this a few times successfully, and I don't play a lot of Frenzy. Here are two that I could easily find. When it "doesn't work" it still levels the defensive line and presents a solid line of scrimmage.
Humans vs Amazons
Orcs vs Pro Elves.
Oh, and don't get cute. If you have to RR, take the Pow.
Quick Terminological Note: for notating the width of the pitch, I designate each column (row on the FUMBBL pitch, which is sideways from this perspective) from L7 to R7, with 0 in the center. The Wide Zone Marker is between columns 3 and 4 on either side.
Generally, most opponents set up one of four three-man defensive lines: 101, 303, 202, and 123/321.
Code: Select all
101 line
- - - -|- - X X X - -|- - - -
202 line
- - - -|- X - X - X -|- - - -
303 line
- - - -|X - - X - - X|- - - -
321 line
- - - -|X X X - - - -|- - - -
So the enemy sets up a 303 "boat" or "rule of 5" defense.
Code: Select all
- - - -|X - - X - - X|- - - -
- - - -|- - - - - - -|- - - -
- - - -|- - - - - - -|- - - -
- - - -|X - - X - - X|- - - -
- - - -|- X X X X X -|- - - -
So you set up like this: #7 is your Frenzy player. It helps if #1, #3, #5, and/or #9 is ST4, so you can blitz without an assist, 'cuz this tactic eats manpower. Mighty Blow on #2 and #4 is nice to have too. But that's all not necessary. Just the one Frenzy and equal ST on the line.
Code: Select all
- - - -|- - - - - - -|- - 9 -
- - 1 2|3 - 4 5 - 6 7|- 8 - -
- - - -|X - - X - - X|- - - -
- - - -|- - - - - - -|- - - -
- - - -|- - - - - - -|- - - -
- - - -|X - - X - - X|- - - -
- - - -|- X X X X X -|- - - -
First, block with #2 and #4, going for pow like normal. If #2 pushes, he follows so 3 gets a bite at the apple (unless 3 is ST4 or 4 has Guard). If #4 pushes, ditto, with 5 getting the follow-up block. #2 blocks should do it. If not, c'est la vie, just push 'em away. Likewise if the ball is on the reader's left (offense's right), you might take a push and push away so #3 and/or #5 can reposition. But usually go for the second block.
Then, block with #6, using #7's assist. Push sideways and don't follow. If you get a pow so be it, take it or don't. Pushes are at least as good, though, as they let you put your plan into action.
If you push with #6, block with #7, taking pushes over pows if you feel nasty. Frenzy block him laterally, then upfield with the second block (into your half).
#1 can move at any time from here out, either blitzing the backside (the reader's left) or moving to cover #6. Likewise, you can move one guy up from the backfield to cover #6, and prevent a hole from opening. Or he can stay where he is to cover the back side of the play.
From here, if #10 (let's call him 0) moves up and #1 doesn't move, the LOS looks like this.
Code: Select all
- - - -|- - - - - - -|- - 9 -
- - 1 -|3 - - 5 - 6 -|- 8 X -
- - - -|2 X - 4 X - 0|- 7 - -
- - - -|- - - - - - -|- - - -
I've done this a few times successfully, and I don't play a lot of Frenzy. Here are two that I could easily find. When it "doesn't work" it still levels the defensive line and presents a solid line of scrimmage.
Humans vs Amazons
Orcs vs Pro Elves.
Oh, and don't get cute. If you have to RR, take the Pow.