One turners

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Dave
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Post by Dave »

I think one turners are not allways good for your team.

Having a 1turner means having him score all (most) of your TD's Tha rest of the team will only get any SPP's by handing him the ball.

This works for some time, might win you the season but when the 1turned dies (happened on me) or ages (happened on 2 of my opponents) you ain't got decent players to fill that gap

My WE team became our League champion using a onnie but got trenched as soon as he was killed.

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Post by Zombie »

That's only if you coach badly. A good coach will only use him when he has a single turn to score, or when he doesn't have enough players to keep him on the bench. That way, the rest of the team keeps improving, but your one-turner gives you an option that no other team has.

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Post by Zombie »

Al the Rat wrote: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.
Not just increasing a lead, but coming back into the game as well. For example, think about the typical dwarf strategy. Let opponent score in two turns. Take 7 turns to score. Take 8 turns to score. Win 2-1. But with one-turners, even if the dwarves score on turn 8 in each half, the other team will score back in one of them. Even if the dwarves implement their strategy perfectly, they're still going into overtime. One-turners are the bane of bashing teams that use cages.

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Post by Dave »

Actually I never thought about it this way but you are so right!!
our most scoring match was 9 - 5, n ot even all of them are one turn scored TD's

It's rather boring setting up time and time again

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Post by Mestari »

Zombie wrote:Not just increasing a lead, but coming back into the game as well. For example, think about the typical dwarf strategy. Let opponent score in two turns. Take 7 turns to score. Take 8 turns to score. Win 2-1. But with one-turners, even if the dwarves score on turn 8 in each half, the other team will score back in one of them. Even if the dwarves implement their strategy perfectly, they're still going into overtime. One-turners are the bane of bashing teams that use cages.
Is that a flaw? No, IMO it's not. Why shouldn't it be possible to break the 2-1-victory-game?
The bashing team just has to beat the other team up properly in order to win, or they have to go for more than just 2 TD's. IMO it's a really good thing as it should force the ST team coach to think out of the box and attempt something different.

BTW, dwarves have the best odds of breaking that 1t-TD-attempt on the last turn: after all, they should be able to line up a line of Tackle deep in their own backfield, which should even the odds a bit.

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Post by Dave »

Jep

And, on kinda third thought, if you get in front each time, the other team does have to score, he doesn't only force me to use the 1nie but I force him to score as well ...

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Post by Al the Rat »

My point on one turners is that primarily they are a defensive tool. You use them when you are 1 TD down with one turn left of the half. If it's the first half, you score to equalise then receive for the 2nd. But if you score too quickly the opposition then has x number of turns to bash and score, also finishing the half. The scampering team then has to have effective methods of aggressive defence. They need to dig the ball out otherwise a draw is inevitable. Now imo the players most suited to aggressive defence are those that are also most suited to being box breakers and ball strippers, which is the key to successful defense. Turn the ball loose, decrease the oppositions chance of scoring when they receive, and increase your chances of scoring on your own kick. This is match winning strategy, one turner touchdowns are not. Granted a useful ploy, but a one turner GR will be the last developed of the four on my roster.

Incidentally, the other player to develop is a kicker. Place an accurate kick deep in the opponents half. A slow team will have to fall back in order to form up around the ball carrier. They have a lot further to travel up the pitch, making the attrition/loose skirmish defence more effective. Or they can risk a throw, with the risk of turnover and the risk of leaving the ball somewhere that you can grab it.

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Post by Zombie »

Mestari wrote:BTW, dwarves have the best odds of breaking that 1t-TD-attempt on the last turn: after all, they should be able to line up a line of Tackle deep in their own backfield, which should even the odds a bit.
Won't be much help when he leaps over that line.

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Post by Zombie »

Al the Rat wrote:This is match winning strategy, one turner touchdowns are not.
One-turn scoring is a match winning strategy if they bring you into OT, allowing you one more chance at a win. Besides, avoiding a loss is just as important as turning a draw into a win.

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Post by Ghost of Pariah »

Won't be much help when he leaps over that line.
How exactly is a GR going leap over 3 squares? I have never seen this ability. He will still have to dodge out of a 'tackle' tackle zone at least once. Therefore, a dwarf DOES have the best chance of stopping it.

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Post by Zombie »

I agree that a dwarf has the best chance, but that chance is pretty slim. All the gutter runner needs is 2+ to catch, 3+ to leap and 2+ to dodge, with the possibility of using a team reroll somewhere in there (maybe he even has catch for the first 2+). The 3 GFIs are almost a formality with sure feet.

This tactic is boring because there's nothing the other team can do (they don't even get one team turn) and it's overpowered for the same reason. One-turn scorers should be banned from BB.

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Post by Dragoonkin »

One-turn scoring is as bad as a result on the kickoff table sometimes...

You can't do anything about that Pitch Invasion that cranks 5 of your guys, just like you can't do anything about the Gutter Runner who flies past you to score in one turn.

Heck, it's worse in the fact that at least a Pitch Invasion has a chance of happening to the OTHER guy. :oops:

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Post by Mestari »

I just got an excellent idea for a kick-off result:

Dragoonkin said that 1t-TD's only happen to the other guy... what if:

Quick Snap
The receiving team can either move their every player one square (the old QS) OR they can:

place one of their players to the opponents side of the field to a square from which he can reach the EZ by using his entire movement and any GFI's allowed.


One of the receiving teams players notices a hole in the defense and runs through it, yelling "I'm open, I'm open!".
This makes 1-turn TD's possible for each and every team! Although they'd have to move their full MA and use any GFI's that they can in addition to the fact that they'd have to get the ball first... And because the square you place him to depends on his MA, the traditional 1-turn-TD teams, elves and skaven, wouldn't get practically any use out of this (square or two) while slower teams would get to put one of their players really deep into the opponents half. Now the problem is getting the ball to him, but it's a possibility anyhow!

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Post by Ghost of Pariah »

There's nothing wrong with any of the 1 turn score teams.
If you can't use it to your advantage then you need more practice.
Let the little guy score! If he takes more than one turn then squash him. It's really not a big deal to experienced coaches.

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Post by Mr. Sanity »

Mestari wrote:I just got an excellent idea for a kick-off result:

Dragoonkin said that 1t-TD's only happen to the other guy... what if:

Quick Snap
The receiving team can either move their every player one square (the old QS) OR they can:

place one of their players to the opponents side of the field to a square from which he can reach the EZ by using his entire movement and any GFI's allowed.


One of the receiving teams players notices a hole in the defense and runs through it, yelling "I'm open, I'm open!".
This makes 1-turn TD's possible for each and every team! Although they'd have to move their full MA and use any GFI's that they can in addition to the fact that they'd have to get the ball first... And because the square you place him to depends on his MA, the traditional 1-turn-TD teams, elves and skaven, wouldn't get practically any use out of this (square or two) while slower teams would get to put one of their players really deep into the opponents half. Now the problem is getting the ball to him, but it's a possibility anyhow!
Please, no. The last thing I want is a 1-turn Mummy or Tree. Or even worse, think about this:
That Skaven team with the OTS gets this result. They put their RAT OGRE on your side of the field, where he can smash thru your guys defending the back of the line, giving the OTS a clear run to the end zone. This result would make the OTS play for the Skaven even easier.

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