One turners
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One turners
I've seen lots of comments about one turners, some good, some neutral, most bad.
Are they really that much of a problem in the wider BB community? We only had 1 GR who could do it, and he was picked on heavily in most matches. Are they really to powerful, or is it just because it's a "boring" tactic (to paraphrase someone i forget)?
Are they really that much of a problem in the wider BB community? We only had 1 GR who could do it, and he was picked on heavily in most matches. Are they really to powerful, or is it just because it's a "boring" tactic (to paraphrase someone i forget)?
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Didn't have any in our league, as we only had 2 gobbos on a orc team and he never had enough to buy an orge ( I think he lost 3 BOB's all season, one on a GFI by the ezAnthony_TBBF wrote:I can't say it bothers me all that much, besides it's not just Gutter Runners you have to worry about, but thrown Gobbos/Halfings as well, they can both score in one turn. Do you limit those as well?

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Well, that happens against a well developed elf team who has good dice.. There's no way you can stop it... The elven two-turn touchdown(tm) is very difficult to stop even when the elven coach has "normal" dice.The main "problem" with one-turn touchdowns is that if the rolls go the players' way, there's nothing his opponent can do to stop it...it's just BAM, scores...without a chance for the other side to even have an opportunity to make a counter-play.
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If you know how to play defensively and control the clock then a turn score can be to your advantage.
I used to love letting the gr's score on my dwarves and then scoring in turn 7 or 8, receiving the ball in the second half and beating the crap out of them until turn 8 and scoring again.
I used to love letting the gr's score on my dwarves and then scoring in turn 7 or 8, receiving the ball in the second half and beating the crap out of them until turn 8 and scoring again.
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Pariah has a point there - tha faster he scores, the faster you get the ball again.
One turn scorer means usually either gobbos, flings, woodies or skaven - teams where a low AV is dominant. Even a slightly less bashy team can use that fact to their advantage.
If you start to play "shootout" with another team (both teams attempting to score as fast as possible) make sure that the probability of you scoring on offense is higher than his (easy to calculate with 1-turners, slightly harder with 2-turners). Otherwise you're doomed, and this might often be the case against 1-turn scorers.
In the same way as people say "do not play dwarf-ball against dwarves", I say "do not play TD-fest with one-turn-scorers".
half when you receive: score in eight turns. He has one turn to go - line up 8 players near your own end zone to make the 1-turn score as hard as possible - perfect defense might help. Make his odds as low as possible and hope that he fails. You can win this half 1-0.
Half when you kick-off. Force him to try a 1-turn TD - his odds of success will be higher as you can't put all your players near your EZ, but it doesn't matter. If he scores, fine - then you score on your turn 8 to get 1-1 half. If he fails, score on your turn 8 and get another 1-0 half.
One turn scorer means usually either gobbos, flings, woodies or skaven - teams where a low AV is dominant. Even a slightly less bashy team can use that fact to their advantage.
If you start to play "shootout" with another team (both teams attempting to score as fast as possible) make sure that the probability of you scoring on offense is higher than his (easy to calculate with 1-turners, slightly harder with 2-turners). Otherwise you're doomed, and this might often be the case against 1-turn scorers.
In the same way as people say "do not play dwarf-ball against dwarves", I say "do not play TD-fest with one-turn-scorers".
half when you receive: score in eight turns. He has one turn to go - line up 8 players near your own end zone to make the 1-turn score as hard as possible - perfect defense might help. Make his odds as low as possible and hope that he fails. You can win this half 1-0.
Half when you kick-off. Force him to try a 1-turn TD - his odds of success will be higher as you can't put all your players near your EZ, but it doesn't matter. If he scores, fine - then you score on your turn 8 to get 1-1 half. If he fails, score on your turn 8 and get another 1-0 half.
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I saw mentioned earlier, someone stating that they considor thrown gobbos and halflings in the same category as these silly one turners, I disagree.
I am probably one of the people who hate one turners the most
.
But there is something about a little guy being lobbed downfield for a TD that just makes me chuckle.

I am probably one of the people who hate one turners the most




But there is something about a little guy being lobbed downfield for a TD that just makes me chuckle.



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I have. They don't need to score with it everytime, obviously, but even once in a while is to much if you consider the other strengths of that team. Actually, with the gobbos in there, it has no weaknesses and too many strengths.ianwilliams wrote:Has anyone actually seen an orc & gobbo team use TTM to much effect? Was the coach successful?
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