Delaying Tactics
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Delaying Tactics
I've seen references on other threads to delaying being the key to winning. I'm taking delaying to mean not scoring a touchdown when you could do so without any appreciable risk. I can appreciate why slow teams particularly might want to delay scoring either to give themselves more time to beat up the opposition, and therefore make their defence easier, or to deny teams who are adept at passing two turns to run a passing play to equalise.
Why would a fast/agile team ever want to delay though? Is it to exploit the overtime rules or something?
[I've only recently started playing again, and my rules knowledge is a little rusty so I'm struggling. Help appreciated.]
Why would a fast/agile team ever want to delay though? Is it to exploit the overtime rules or something?
[I've only recently started playing again, and my rules knowledge is a little rusty so I'm struggling. Help appreciated.]
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- Darkson
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Re: Delaying Tactics
Delay a bashy team time to score back.
Delay setting up for a kick-off, so the LOS doesn't get hit.
Give a fast team less time to score.
Less opportunities for KOs to return.
Just a few reasons - there's many more.
Delay setting up for a kick-off, so the LOS doesn't get hit.
Give a fast team less time to score.
Less opportunities for KOs to return.
Just a few reasons - there's many more.
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Re: Delaying Tactics
In most cases your goal is going to be to score once per half.
It is rarely in your interest to score unless you face a significant risk of not scoring if you delay.
It is rarely in your interest to score unless you face a significant risk of not scoring if you delay.
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Re: Delaying Tactics
If you stall out the entire half, then in the second half, they cannot afford to make a mistake.
They actually need to score quickly against you in order to win, which if you are running an agile team means that 2-3 turns to score back is plenty...and usually, worst case, you have a 1-1 draw.
I've won games with Elves where I've 8 turn stalled against Chaos, started the second half with 4 players on his 11 and 1-0 up and won 2-1.
If you are by far the better player, and you think your opponent would be satisfied with a draw, there's a strong argument for scoring on turn 5-6 to force him to have to perform his offensive drive twice, but usually, you just want to stall the half out.
They actually need to score quickly against you in order to win, which if you are running an agile team means that 2-3 turns to score back is plenty...and usually, worst case, you have a 1-1 draw.
I've won games with Elves where I've 8 turn stalled against Chaos, started the second half with 4 players on his 11 and 1-0 up and won 2-1.
If you are by far the better player, and you think your opponent would be satisfied with a draw, there's a strong argument for scoring on turn 5-6 to force him to have to perform his offensive drive twice, but usually, you just want to stall the half out.
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- burgun824
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Re: Delaying Tactics
Also do a search for the "2-1 Grind" Strategy. Stalling helps with and against this depending on which team you are within the strategy.
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Re: Delaying Tactics
Mortalman - in a well-coached game, stalling (delaying scoring) successfully for just one more turn can often make the difference between victory and defeat.
All the best.
All the best.
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- mattgslater
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Re: Delaying Tactics
I find that the only times I don't stall are either when I can't afford to stall and keep the ball, or if I would still be trailing after the score (or tied and I really need the win, like in a season/playoff scenario), or I'm in the lead and the opponent doesn't have a chance to score two TDs, but I received this half (obviously the second half) and am guaranteed to have to set up again. Or when the opponent is toast, especially if I kicked. Or in overtime, of course. That all happens, but collectively it's a minority of games.
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What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.