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GE_FuOffline
Post subject: Halfling Strategies  PostPosted: Jun 19, 2004 - 09:03 PM



Joined: Jun 12, 2004

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Well, second game played with ma halfling team tonight.

First half was to my advantage following a successful half-throw, transformed to a touch down.

Offensive layout is always the same try to put a chain of halfling to the treeman so that a halfling can get the ball and get thrown with 2 or 3 moves left after landing to score the TD.

Second half was defensive, managed to score on the 8th turn after playing a delaying strategy to keep the score to 1-0.

The Necromantic team I was playing against concentrated on the treemen, which I did not use at all. For once they even managed to stand up twice in the half (lucky me).

1st advice : if back field is empty, throw the halflings in.
2nd advice : treemen make perfect bait.
3rd advice : Score fast then delay.
4th advice : a loose cage works well with halfling (I hate the cage tactic but I must admit it works).

A 1000k base halfling team is really able to win. Tough wins, but possible.

A Necromantic team really sucks Wink I just hate the werewolves (+2 on injuries)

I managed to score 2 casualties, no long term injuries (right on target, I hate to inflict long lasting injuries).

Francois
 
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OpusOffline
Post subject:   PostPosted: Jun 21, 2004 - 09:13 PM



Joined: Aug 14, 2003
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Well done GE. Don't forget that while defending, it may be a useful tactic to throw a halfling AT the opposing ball carrier. Smile
 
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Zombie
Post subject:   PostPosted: Jun 21, 2004 - 09:22 PM



Joined: Oct 24, 2003

Posts: 1671

The rules don't allow to do that.

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Zombie
Post subject: Re: Halfling Strategies  PostPosted: Jun 21, 2004 - 09:24 PM



Joined: Oct 24, 2003

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      GE_Fu wrote:
1st advice : if back field is empty, throw the halflings in.
2nd advice : treemen make perfect bait.
3rd advice : Score fast then delay.
4th advice : a loose cage works well with halfling (I hate the cage tactic but I must admit it works).


1. Agreed.
2. Only if your opponent is dumb.
3. Agreed.
4. Agreed.
 
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GE_FuOffline
Post subject:   PostPosted: Jun 22, 2004 - 04:21 AM



Joined: Jun 12, 2004

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      Zombie wrote:
The rules don't allow to do that.


Well, they don't, but nothing prohibits you to target the enemy carrier square. If you are lucky enough to be on target, too bad Wink

Francois
 
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slupOffline
Post subject:   PostPosted: Jun 22, 2004 - 06:33 AM
Big Mek


Joined: May 06, 2004
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      GE_Fu wrote:
      Zombie wrote:
The rules don't allow to do that.


Well, they don't, but nothing prohibits you to target the enemy carrier square. If you are lucky enough to be on target, too bad Wink

Francois

You are not allowed to target your TTM at a square containing a player, see LRB page 23 second paragraph.
The targetsquare must be empty in contrast to passing the ball.
 
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HolleranOffline
Post subject:   PostPosted: Jun 22, 2004 - 12:30 PM



Joined: May 20, 2003

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      Quote:
You are not allowed to target your TTM at a square containing a player, see LRB page 23 second paragraph.
The targetsquare must be empty in contrast to passing the ball.


Correct, but you target an adjacent square and hope the fling scatters into the opponent. Armor rolls follow:)

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Zombie
Post subject:   PostPosted: Jun 22, 2004 - 02:48 PM



Joined: Oct 24, 2003

Posts: 1671

Then that's what they should have said in the first place.


Last edited by Zombie on Jun 22, 2004 - 09:24 PM; edited 1 time in total
 
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GE_FuOffline
Post subject:   PostPosted: Jun 22, 2004 - 08:10 PM



Joined: Jun 12, 2004

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Got beaten tonite...

First half, missed GFI roll on double one on turn 8, end of half Bad Luck

Second half, used rule from previous edition, failed landing roll due to non existing modifier (+1 after scatter throw which is not in the new 2k3 RB)...

Lost game 1-0. SIX casualties, 2 players thrown out. Bad night all in all.

End result after apoth. 1 dead, 20k net winnings, -1 FF, really a bad night.

Francois
 
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slupOffline
Post subject:   PostPosted: Jun 23, 2004 - 12:50 AM
Big Mek


Joined: May 06, 2004
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      GE_Fu wrote:

Second half, used rule from previous edition, failed landing roll due to non existing modifier (+1 after scatter throw which is not in the new 2k3 RB)...


This is a confirmed misprint in the original rulebook.
It should say landing modifiers +1 to landing after accurate pass, +0 to landing after inaccurate (the modifier is applied to the dice, +1 makes a 3 into a 4).
This was corrected in the official Q&A in White Dwarf 182.
 
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