Graphic problem 2
- MickeX
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Graphic problem 2
Second try. This one has a definitive solution. Same picture as #1.
- It's Blue Teams 8th turn in the second half.
- All players are unskilled human linemen.
- No other players are on the pitch.
- Neither team has a RR left.
How should Blue Team go about to get that TD?
Micke
- It's Blue Teams 8th turn in the second half.
- All players are unskilled human linemen.
- No other players are on the pitch.
- Neither team has a RR left.
How should Blue Team go about to get that TD?
Micke
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i'm not entirely sure how it can have a 'definitive' answer, but what i would do would be 2 dice block with blue#4 on red#4. if i fail to knock him down, push him to the square between blue#2 and blue#3 (the only place he can go). then block him with blue#2. if i failed to knock him down, i'd push him away from blue#3. this would leave blue#3 free of tackle zones. i'd run blue#5 up and hand off to blue#3, who would then hopefully run round the outside for the touchdown.
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4 blue blocks 4 red, 2 with dice block. Red is either pushed or knocked down to the only free space. If the block results in a push, follow up to give Blue 2 a 2 die block on red 4. If this is also a push, move #4 to sqare I7. Blue 5 can then move up and hand off the ball to blue 3. Blue 3 can reach the end zone in 6 spaces without going through any tackle zones.
BTW, I'd have blue 5 do the handoff from H7, just in case something went wrong.
BTW, I'd have blue 5 do the handoff from H7, just in case something went wrong.
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Heh, I think MickeX just found a new use foe SkiJunkie's program No more XOXXXO
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- MickeX
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Yup! I really like the graphics, looks like my good ol' Spectrum 48k. If anyone else feels like constructing problems, just borrow my black border and cut in your screenshot.Anthony_TBBF wrote:Heh, I think MickeX just found a new use foe SkiJunkie's program No more XOXXXO
The answers are correct, at least they're the best solution I've found. This would be an example of a right-or-wrong-problems suited for relatively unexperienced coaches (as opposed to discussion topic-problems like #1).
Micke
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- Balrog
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?? 2D Block with a 2 in 3 chance of a knockdown, 1 in 6 chance of turnover. And a hand off.Balrog wrote:I'd go with a 1-die blitz blue 1 on red 1, a push is good enough to get blue 1 into the end zone. Then a hand off to blue 1 for the score. In the end it comes out to roughly the same as above except it takes a lot less die rolls.
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or...
1D Block with a 1 in 3 chance of a turnover, 2 gfi's and a hand off.
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I put him there becasue the red team could in theory have more people downfield and a turn left. Handing it off from in front of their only free player would at least make them work to secure the ball if it scatters.
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- Balrog
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Good point, I forgot about the GFIs... doh!Deathwing wrote:?? 2D Block with a 2 in 3 chance of a knockdown, 1 in 6 chance of turnover. And a hand off.Balrog wrote:I'd go with a 1-die blitz blue 1 on red 1, a push is good enough to get blue 1 into the end zone. Then a hand off to blue 1 for the score. In the end it comes out to roughly the same as above except it takes a lot less die rolls.
-Balrog
or...
1D Block with a 1 in 3 chance of a turnover, 2 gfi's and a hand off.
-Balrog
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Re: Graphic problem 2
So need to worry about scatters.MickeX wrote:- No other players are on the pitch.
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I was thinking "How about B1 dodges to K6 then runs along to L1, B5 then runs along to L4 and short passes?" but realize that its a silly idea (Unless you want to get those extra SPPs) because of the minimum (and maximum) of 3 die rolls, compared to the min of 2 (with better odds) that you have come up with.
Just trying to explore all sides of it
Just trying to explore all sides of it
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