Throwing Team-Mates

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bluetooth
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Throwing Team-Mates

Post by bluetooth »

I have played for sometime now a "pure" orc team. Earlier I bought one goblin and after the next game I propably get an ogre too.

I was wondering, how good and useful "thoriwing team-mate" really is? It has to be fun, at least :D Has any of you used this skill a lot? Any comments?

Any surprising tactics to share? :o

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Post by Redfang »

Throw team mate is mostly useful for making one turn scores when needed; put the goblin next to the ogre, hand-off the ball to the goblin, throw the goblin as far as possible and then run in for the TD

Another idea is to use the gobbo as a cage-breaker, but since you can only target empty squares, you'll need a lot of luck for this; just throw him next to the cage and hope he scatters into it, hitting one of the players...

TTM is always a risky tactic, however, and I wouldn't count on it succeeding. Rather use it as a last desperate measure

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Post by Djengis_Khan »

yes, redfangs tactics are good, about the cage breaker I never heard before ! cool idea redfang ! :loL: and the one turnscorer idea works pretty good, My brother once did it twice on a match :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry:

But TTM is still pretty risky!!

PS: always remember it's a pass action so you can't pass the ball to your gobo and they TTM !!

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Post by coldsteel »

And on a related note:

Does the TTM model get a completion SPP if the lil guy lands successfully?

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Post by Skummy »

Not according to the LRB, though a few leagues have houseruled this to be the case if the stunty had the ball.

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Post by Indigo »

TTM is probably not a good tactic for general play, but it's good for emergency (and lucky) TDs, as well as scaring your opponent into overcompensating, like putting a line of TZs across the endzone.

a good way of reducing the threat of TTM is to get kick then put the ball somewhere that it cannot be then picked up and handed off to the gobbo.

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Post by Jerhod »

One very useful tactic for throwing a teammate is to pick up the ball! :D

If there is a failed pass, a failed attempt to pick up a ball, etc. and you can't get someone over there I would definitely consider throwing someone over there to pick up the ball. This works especially well if you have a Gobo/Halfling with Sure Hands and/or AG +1 to help you pick up the ball in a tackle zone or two.

It's really funny to get a one turn TD when the opposing team can't pick up the kickoff and you throw a player to the ball, pick it up, and do a couple GFI's to get into the endzone. And very humiliating for your opponent. :lol:

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Post by traveller »

hm, that TTM is interesting... i got a gobbo in my team already ( i hope he will survive my first game next monday :roll: ) and ... as i´m not expecting to win in this league ... i will try to get a ogre or troll for the fun of it. Hm, it worth to change from sale forum to this one :smoking:

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Post by Djengis_Khan »

traveller: You have almost all bloodbowl models that exist and you don't know the TTM ?? :wink: :wink:


it works realy good ! :lol:

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Post by traveller »

you don't know the TTM ?
True, i got quite a few minis now :roll: and i read almost everything official about BB ( bb mags/ compendiums/ annuals/ journal/...) but , as i didnt play BB (until tomorrow... first official game!), i never used to think about tactics and strategy myself... :o

Now i´m trying to learn as much i can from experienced player while reading this forum to compensate for my little playtime. :wink:

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Post by narkotic »

Basic TTM-guide for Traveller:

Best to use for 1-turn TD at in the last turn
High risk of failure, but if you succeed the opponent can't do anything about it
If you're big guy is standing around and can't make use of block, why not throw some stunties in TD-scoring position (TTMs without the stunty holding the ball is not a turnover.
When attemptng a TTM-TD make sure the big guy is not in TZs and just make a quick pass. You don't really want an accurate pass, everything except a fumble will help you, so a TTM-short pass without TZs means, 1-2 fumble, 3-5 fail, 6 accurate. The difference btw, fail and accurate is that accurates don't bounce 3x and the landing roll is modified with +0 instead of +1.
So make sure that your stunty can reach the EZ after the TTM even when he bounces 3x in the opposite direction (that means try to avoid a TTM to a position that needs 2x GFIs for your stunty to score)
Never try to throw further than short-pass (too much fumble risk)
If you wanna specialoze in this give the Big guy pro or someone else Leader.
Chances for a successfull TTM:
2+, 2+, 3+, 4+ (bonehead/really stupid, always hungry, pass, landing
the 4+ roll can be re-rolled by a TRR, the rest only with pro/Leader.

So, it's not that difficult but if you fail it you most probably will loose the ball, as well.

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Post by Djengis_Khan »

Narkotic: You say it's to easy to fumble if yu throw a pass longer as an short pass. But if The pass fails your stunty guy could still land or isn't it ??

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Post by narkotic »

Fumble chance for quick pass is 1, short = 2, long = 3, bomb = not possible (taken the fact that no TZ around the BG), if you fumble the TTM the ballstunty falls over in his origianl square (+ ball bounces)

As I said the difference between a failed and a accurate pass is that the former requires a landing roll of 4+ (and it bounces 3 squares), whereas the latter just 3+ (in case of an AG3 stunty).

So, you just need a "failed pass" TTM, as you may re-roll the landing with your TRRs. You can have a failed pass and still successfully with TTM.

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Post by Djengis_Khan »

I didn't know at that thing from short =2 fumble ..

is it in the rulebook ?? :o

I'm going to read it right now !! :lol:

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Post by narkotic »

it's not for passing the ball, but when you TTM, the range is increased by one step (short become long pass etc). I used the modified fumble rates for TTM in my description.

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