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Strategy and Tactics - One turn scorers VS threat of One turn score

Jon93y - Mar 23, 2007 - 10:52 PM
Post subject: One turn scorers VS threat of One turn score
I just skilled up my skaven gutter runner for the second time (1st was +1 MA), and I chose to give him sprint, even though he rolled doubles for the skill. I think that the mere threat of a one turn score forces you opponent to defend differently, and in some ways plays right into your hands. For one thing, the one turner has a huge target on his back, causing oppos to use their blitz on him more often than not, even if it means going for it or dodging...and second, until that gutter runner is off the pitch, he ignores my real threats...the other three blodging GRs that score all the TDs. Most coaches also set up the "picket line" defense to avoid the one turn score, and after the first turn of that, the D is usually willy nilly, allowing my to capitalize and poke an easy hole for a TD. What does everyone think? Did I give up a doubles roll foolishly?
Cramy - Mar 24, 2007 - 06:02 AM
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I did that once (LRB4 VLL and Sprint). I used the player as my ball retriever for the most part. But it did force my opponent to plan for the OTS, which meant often times a weak defence. Do the OTS once in a while to remind people that you can do it.

But the threat of the OTS was worth it.
Vangorn - Mar 24, 2007 - 06:06 AM
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There are many cool and useful skills which a gutter runner can obtain only on a double.
One turn scorers are indeed nasty, but I would have preferred a mutation instead.
Jon93y - Mar 24, 2007 - 09:00 AM
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      Vangorn wrote:
There are many cool and useful skills which a gutter runner can obtain only on a double.
One turn scorers are indeed nasty, but I would have preferred a mutation instead.


While I agree that many of the mutation are cool, here was my thinking: Getting that movement increase put him on the One-Turn path (Sprint, Sure Feet, Block), and anything else I gave him would be taking him off of that path, no matter how cool now. A player only has so many skill upgrades to realistically expect to reach (even a gutter runner Smile), and with blodge, sprint, sure feet, and 10 MA, we're already talking 51 SPP ! Shocked And yes, I give EVERY one of my runners block...they're quick, but frail.
Spazzfist - Mar 24, 2007 - 09:36 AM
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      Vangorn wrote:
There are many cool and useful skills which a gutter runner can obtain only on a double.
One turn scorers are indeed nasty, but I would have preferred a mutation instead.


I TOTALLY would have gone for Break Tackle!
Cramy - Mar 24, 2007 - 01:47 PM
Post subject:
      Spazzfist wrote:
      Vangorn wrote:
There are many cool and useful skills which a gutter runner can obtain only on a double.
One turn scorers are indeed nasty, but I would have preferred a mutation instead.


I TOTALLY would have gone for Break Tackle!


Hmm, say that again Spazz?

Once a GR gets the +MA, if you want an OTS, then you have to forgo the following doubles. +MA is rare, and must be taken advantage of.
Grumbledook - Mar 25, 2007 - 11:40 AM
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i see ots as a spp and tr/tv sink, i like to keep my team fairly streamlined and don't like the wasteage that they produce

especially as you can one turn with them anyway with some chain pushes
Doubleskulls - Mar 26, 2007 - 02:21 PM
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      Grumbledook wrote:
i see ots as a spp and tr/tv sink, i like to keep my team fairly streamlined and don't like the wasteage that they produce

especially as you can one turn with them anyway with some chain pushes


Yep - with only one push needed onto the oppo half it shouldn't be too difficult either.
Cramy - Mar 26, 2007 - 03:29 PM
Post subject:
      Doubleskulls wrote:
      Grumbledook wrote:
i see ots as a spp and tr/tv sink, i like to keep my team fairly streamlined and don't like the wasteage that they produce

especially as you can one turn with them anyway with some chain pushes


Yep - with only one push needed onto the oppo half it shouldn't be too difficult either.


True, with MA 10, only one push is needed. Never used the push play, but I can see how it can be better to have MA 10 and use the push play for OTSing, and use the doubles skill roll for something more useful than sprint.
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