Smeat
Joined: Nov 19, 2006
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  Posted:
Apr 16, 2015 - 21:36 |
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Kam wrote: | Smeat wrote: | Code: |
12 |_____bbbbO_____|
12 | xxx |
11 | |
10 | |
9 | |
8 | |
7 | |
6 | X X X | (7 from LoS - "LZ+1", +1 GFI for Blitz)
5 | |
4 | |
3 | X X X X X | (10 from LoS - "blitz-proof")
2 | |
1 |_______________|
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I like to put the second line of defence 1 or 2 squares upper. There's a chance the midget is gonna land on one of your players, which means it will automatically result in a turnover. |
Here's the problem w/ that approach...
The TTM will be 6 squares from LoS, +/- scatter. With players spaced by 3 squares, the odds of landing on a player are, at best, ~1 in 9, less if the throw can be aimed to one side or the other.
If you put the defense forward then it's easy(er) to blitz one away - short or long throw, no TZ's in Landing Zone and fewer dodges.
If you keep them back and the scatter is short, the landing is better but there are more GFI's and dodges. If the scatter is long then it's in a TZ and the landing roll is harder and you still have at least 3 dodges (if Ag 3, not much better than a coin toss). Win/win.
(You could spread those forward 3 players out more, 4 apart to better cover the wide throw - that does leave a gap, but the scatter is random and odds are still good the gobbo will not be lined up with that gap.) |
_________________ Let's go A.P.E.!
(...and what exactly do you think they do with all those dead players?...) |
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PaddyMick
Joined: Jan 03, 2012
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  Posted:
Apr 17, 2015 - 02:00 |
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Is there a turnover if he lands on a player? I thought he just knocks the player down and scatters? |
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Taketheskull
Joined: Jan 12, 2014
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  Posted:
Apr 17, 2015 - 02:51 |
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Throw Team Mate Defensive Strategy 101:
o lean back in chair.
o take swig of preferred beverage.
o enjoy the ensuing fail fest. |
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Kam
Joined: Nov 06, 2012
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  Posted:
Apr 17, 2015 - 12:47 |
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PaddyMick wrote: | Is there a turnover if he lands on a player? I thought he just knocks the player down and scatters? |
As per the rules, if he has the ball, it's an automatic AV roll, and therefore a TO. If he does NOT have the ball, there shouldn't be a TO but the client handles it incorrectly (I believe) if you land on one of your players (you're fine if you land on an opponent though).
@ Smeat: really, I'm not going to try to convince anyone (it's not in my best interest anyway ). 5% chances to have him to dodge only twice but an extra 11% chances to add +1 to the landing roll (if the second line of defence is moved from row 10 to row 9)? It sounds like a good deal to me, but again, it's up to you. |
_________________ GLN 17 is out!
Last edited by Kam on %b %17, %2015 - %14:%Apr; edited 2 times in total |
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PaddyMick
Joined: Jan 03, 2012
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  Posted:
Apr 17, 2015 - 13:18 |
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Cheers Kam, good to know about the bug.
I'm coming at this thread from the angle of 'How to TTM successfully'
some good info! |
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Kam
Joined: Nov 06, 2012
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  Posted:
Apr 17, 2015 - 14:08 |
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Oh and while we're at it, there's one more bug: if the midget lands on the ball, it causes a turnover. There's nothing you can do to prevent that, but it's good to know (I've already reported the bug). |
_________________ GLN 17 is out!
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bghandras
Joined: Feb 06, 2011
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  Posted:
Apr 17, 2015 - 15:04 |
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That is a very sarcastic behaviour of the client (erm nuffle). |
_________________
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Smeat
Joined: Nov 19, 2006
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  Posted:
Apr 18, 2015 - 10:53 |
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PaddyMick wrote: | I'm coming at this thread from the angle of 'How to TTM successfully'
some good info! |
Well, reverse-engineering it all...
o 2-TS (or more) is MUCH more reliable. "Half" the risk is getting the ball into the hands of the gobbo to start with. And without being able to use Pass to move the ball up to him, vs. Kick (or juts an extreme scatter without Kick) a scoop/Handoff can be impossible for the OTS.
o Dedicated Skills (and some lucky Doubles & +Stats)o Gobbo: Catch, Sure Feet, Sprint (+Ag, +Ag, +MA, +MA)
o Ogre: Strong Arm, (Pass, Pro, +Ag or Accurate)
o 1-3 Marauder: Sure Hands, KoR (+MA) And Guard on the Ogre helps clear markers on the LoS before the Throw attempt, tho' there are other solutions. Jugg or Grab to help clear SF or SS annoyances. |
_________________ Let's go A.P.E.!
(...and what exactly do you think they do with all those dead players?...) |
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Grod
Joined: Sep 30, 2003
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  Posted:
Apr 18, 2015 - 11:38 |
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Also make him use up his rerolls. You do this by forcing lots of dice rolls. This is useful to do anyway. TTM without a reroll is tough. |
_________________ I am so clever that sometimes I don't understand a single word of what I am saying.
Oscar Wilde |
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PaddyMick
Joined: Jan 03, 2012
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  Posted:
Apr 18, 2015 - 12:01 |
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Cheers Smeat. I usually play gobbo's or ogres, not pact, so getting the KOR player will be harder; but the pogoers makes it easier for gobbos. For Ogres, SA, Grab and Juggs can be plentiful but MA5 on snots is a real pain; however, with 2+ dodges anywhere, it makes the 2nd part easier.
One good strategy will be to kill the kicker! |
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xnoelx
Joined: Jun 05, 2012
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  Posted:
Apr 20, 2015 - 00:59 |
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+AG and Accurate don't help the Ogre TTM at all. Pass and Strong Arm do. |
_________________ Nerf Ball 2014 |
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Kam
Joined: Nov 06, 2012
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  Posted:
Apr 20, 2015 - 01:13 |
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Actually, Accurate does, but indeed, Strong Arm does the same job. |
_________________ GLN 17 is out!
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xnoelx
Joined: Jun 05, 2012
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  Posted:
Apr 20, 2015 - 01:22 |
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Oh yeah, it does. But it's a double rather than a normal. That's obviously what I meant. Ahem... |
_________________ Nerf Ball 2014 |
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Arktoris
Joined: Feb 16, 2004
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  Posted:
Apr 20, 2015 - 02:12 |
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PaddyMick wrote: | The Kicker will help a lot. Kick it deep and he will have a hard recovering it.
Also Pact have only one gobbo, try and kill him! |
+1 |
_________________ Hail to Manowar! The latest charioteer to DIE for bloodbowl! - Slain, by Ghor Oggaz |
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