One turners

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Valen
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Post by Valen »

I agree Zombie, I like the whole TTM in a Halfling or Gobbo team, but for an Orc team it is a little too powerful.

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Da Scum
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Post by Da Scum »

I find it's a triple-edged sword for Goblin teams. It's one of main tactics my team uses in the TBBF. Sure it has a chances of scoring, but you're still banking on a few things going right. Getting the ball first, handing to the intended "victim", flinging the victim, victim landing, and then going for it a few times...unless you do the equivalent "bomb" with them...which creates a great chance of your victim being a smear.

Mind you it's nice HAVING the ability...as it makes you have the semblance of a threat on the offence. But in the TBBF I now have teams setting their defence to delibrately make life tougher for that Gobbo getting down the field...a pro and con all on it's own.

Overall, I found it works almost sixty-percent of the time, but I also use TTM as a defensive tactic, not just offence. And compared to the Skaven and Elf options, it's FAR from reliable.

Calling one turn TD's a problem is the other side of the coin of Dwarf/Chaos teams that take all eight turns to march down a field and score. It's not an imbalance, what it is really is a opportunity to show your coaching skills in adjusting, controlling, and finally stopping your opponent being able to use the tactic in the game. :smoking:

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Zombie
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Post by Zombie »

What does a triple-edged sword look like? Must be pretty weird...

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Colin
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Post by Colin »

The blade would be triangular istead of flat. Woudn't cut worth crap.

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Post by Snew »

Should be strong and pokey though.

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Post by Darkson »

Stabby stabby.

Triangular shaped wounds alos don't heal well (I read somewhere that one of the wests specal forces [American i think] had plastic blades with a triangular cross section so that if the vitim did survive the wound they'd probably bleed to death).



Nice thread by the way :D

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Grumbledook
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Post by Grumbledook »

I have had a lot of practice of one turn scorers with my undead team. My one turn scoring mummies are the fear of the blood bowl world.

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Post by Colin »

Hey, I would certainly be afraid of any mummy that could score in one turn! :o

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Post by Zy-Nox »

Grumbledook wrote:I have had a lot of practice of one turn scorers with my undead team. My one turn scoring mummies are the fear of the blood bowl world.
Can I borrow them?
I dont have a problem with one turn scorers,if someone wants to play that way fair enough,Eventually the player will age.
Its quite nice to roll a blitz against people with 1 turners, then you can hit the player and run in and foul him out,your opponent should then look like this :cry:

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Post by Marcus »

I don't have a problem with them. In fact I don't even bother developing them anymore. They require a huge investment in skills which make them pretty much useless for anything else. You spend most of your time keeping them off the pitch, only wheeling them out for 1 turn attempts so they progress quite slowly. Any coach facing a 1 turn possibility will set to blunt the 1 turner so your chances of pulling it off are extremely slim.

Basically I don't find them worth playing at all. For the same rolls as I'd use to get VLL, Sprint and Sure Feet, I'd rather take Block, Dauntless and Strip Ball.

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Post by lightingbug »

Anthony_TBBF wrote:but thrown Gobbos/Halfings as well, they can both score in one turn. Do you limit those as well?
To Limit Thrown Players, you would need to leave 2 of your guys back to disrupt passing lanes, and if you get them pass block you can get a tackle zone on the landing square which will make the Gobbo or Halfie not land so easy.

I think Pass Block was ruled that you could move to put a TZ on a TTM, or maybe that was going to be an annual review thing.

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Zombie
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Post by Zombie »

No, pass block currently doesn't work at all against TTM.

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Post by plasmoid »

Personally, I don't mind one turners on the gobbo/halfling team, because it requires so much die-rolling.

However, on wood elf skaven teams it is a cheap tactic. It is extremely easy to perform, and gives the opponent next to no means of response - especially now that the wizard can not be used on the opponents turn.

Actually, the single homemade skill that we use in our league is useful against one-turners.

Anyway, YMMV, but around these parts, any skaven team worth it's salt will have a one turner very quickly! After all, you have 4 gutter runners, and you just need MA/VLL (around 22% chance) + sprint.

If you require a fix to the situation, my suggestion is this:
Kill sprint skill !
It is a simple fix, it gets rid of most (but not all) one-turners, and in my experience one-turning is the main use of sprint skill.

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Post by Marcus »

I disagree, I don't find it very easy to run whatsoever. I'm also a Skaven coach with a team "worth it's salt" and I've declined to build a 1 turner.

It's simple enough to shut down a 1 turn play. I'd much rather spend my skill rolls building GR turnover specialists.

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Post by Al the Rat »

I'm much in agreement with Marcus, the Skaven weakness is primarily box breaking, and in general taking possession after kicking off. Especially against high AV teams. The high starting AG of GRs makes them ideal to develop into agressive defense players. If you can get the ball, Skaven can and will score in two turns. But the trick is to get the ball. One turners are only useful for staying in the game, equalising after the opponent has scored, they have no value in increasing a lead.

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