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BanelordOffline
Post subject: Flying Gobbo  PostPosted: Jul 09, 2004 - 01:25 AM



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First Gobbo takes the ball, hand off to the second (standing behind a troll), Troll grabs him, throw deep, Gobbo is landing successful, running in the endzone, Touchdown.

Do you know a counterattack?
 
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Darkson
Post subject:   PostPosted: Jul 09, 2004 - 03:03 AM



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Kick, to make the ball deep, making the Hand-off difficult.

Line of guys with Tackle/Diving Tackle/Both.

(If Chaos/Skaven) Foul Apperance near the Troll.


Though, unless it's the last turn of the half, it's probably not worrying about defending against it specifically, as there's a less tha 10% chance of it working (on a basic gobbo/gobbo/troll combo) iirc.

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Last edited by Darkson on Jul 09, 2004 - 05:27 AM; edited 1 time in total
 
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slupOffline
Post subject:   PostPosted: Jul 09, 2004 - 05:13 AM
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Remember to let your opponent:
Check for very stupid on troll.
Check for allways hungry on troll.
Check for TTM-fumble 2- on Short pass, 3- on long pass.
Check for 3 scatters on inaccurate passes.
Only apply +1 modifier for landing if pass was accurate (6+ at any range if troll does not have + to AG).
Add in effects of weather and or tacklezones, also on fumbles.
 
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RottweilerrmeOffline
Post subject:   PostPosted: Jul 09, 2004 - 02:34 PM



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Or you can put three on the line and play a very deep offence, like two or three squares from the endzone. This offten works if you make like a zig-zag pattern to make then dodge everytime that they move they cant make all there dodge rolls.

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Melifaxis
Post subject:   PostPosted: Jul 09, 2004 - 02:42 PM



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Kill all the gobbos and then walk in and tie up the score if he has actually managed a successful 1 turn TD Wink

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BanelordOffline
Post subject:   PostPosted: Jul 09, 2004 - 06:16 PM



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Thanks a lot!

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SpazzfistOffline
Post subject:   PostPosted: Sep 30, 2004 - 06:00 AM



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If the person has the troll on the front line then there are two thing you can do: like Darkson said - kick deep and this may prevent the ball from being able to be handed off (but it could also result in a "touchback")!

Secondly you can put lots of people on the line to put more tackle zones on the troll. More tackle zones mean more chance of fumbling the gobbo. But a player will soon learn to keep the troll back one square with a screen of guards. (hope for a Blitz! kick off result!)

Otherwise, the other advice offered is good. Make a line at the back and force dodge rolls.

Other than that your only consolation is that it is a LOT of rolls to get that little gobbo on his feet where he is wanted!



Spazz

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crazyzigOffline
Post subject:   PostPosted: Oct 17, 2004 - 03:29 AM



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At a tourney in Sydney recently the Vault rules were trialed and TTM has undergone a change.
1. activate big guy for a pass action (bonehead, really stupid etc)
2. roll to pick up and throw 4+
3. roll hungry
4. if all are good so far the rightstuffee can be thrown to a square up to the big guy's strength in squares away, eg trolls can throw up to five squares away.
5. Right stuff landing, basic AG roll with a -1 for every tacklezone on both the big guy and landing player.

So as before it is best to have maximum TZs on both trolls if they are on the front line (keep in mind they can move before the throw) and then also some players in the backfield to put further pressure on the airborne assailant. The chances of pulling off a OTTD are about 1 in 3 with the re-roll and should not be helped any more by a chancey kick, don't risk them getting a touchback as it effectively means they don't have to either pick up for 3+ or hand off for another 3+.

The main use for flying goblins is as last ditch defensive blitzers or as recievers for a quick pass or handoff.

Beware of a goblin player with nothing to lose, ie all of them.
 
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XtremeOffline
Post subject:   PostPosted: Oct 17, 2004 - 09:38 PM
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I'm not completly up to date ont he vault rules maybe someone can answer this but do tackle zones affect the 4+ pickup roll? If not there there is no reason to put extra tackle zones on the troll (or big guy thrower).
 
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SpazzfistOffline
Post subject:   PostPosted: Oct 18, 2004 - 06:21 AM



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      crazyzig wrote:
5. Right stuff landing, basic AG roll with a -1 for every tacklezone on both the big guy and landing player.


It would seem that the tackle zones would affect the landing of the goblin rather than the actual pitching of him.

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XtremeOffline
Post subject:   PostPosted: Oct 18, 2004 - 06:29 AM
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Ahh, I see. Thanks.
 
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GirathonOffline
Post subject:   PostPosted: Jan 19, 2005 - 02:03 PM



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Now, as Keeper of Goblins (I´m Banelord´s brother.) I think I´ve the worst chances to successfully throw a goblin if my opponents keeps two or three players is the back (to hunt the goblin if neccessary) and the rest on the frontline (to charge the troll and add tackle zones).

Perhaps I should better be quiet ...
 
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EthrylainOffline
Post subject:   PostPosted: Jan 19, 2005 - 02:36 PM



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No keep going, maybe I can explain the goblin coach that he realy has to try it.
 
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SputnikOffline
Post subject:   PostPosted: Jan 20, 2005 - 12:51 AM



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      Quote:
Secondly you can put lots of people on the line to put more tackle zones on the troll. More tackle zones mean more chance of fumbling the gobbo. But a player will soon learn to keep the troll back one square with a screen of guards. (hope for a Blitz! kick off result!)

Shocked will soon learn???? Shocked
O.k., for the one-turner: since the TTM attempt is on offense, the coach with the troll can have a look at your defense before putting the troll on the line. So if the line is stacked, the troll will be placed on square back anyway. Pretty obvious, me thinks! Wink Very Happy
Further, blocking may fail, and the coach has to score in that turn, not to kill. There was plenty of time for that! Laughing
Right, the troll is one square back, next to the gobbo who needs the ball. Get the ball to the gobbo, hope for the best and try to let him fly! That's the deal.

On the defense side of that play however, you might want to check for yourself prior to the next game how far a gobbo can be thrown from the middle of the field. Keep in mind that the gobbo is usually not thrown accurately, so he will scatter three times from there. And the gobbo has only MA6, so there is not much choice about where to throw the goobo anyway. Thus, a good defense might be to place lots of your defenders in that area. If you are lucky, the gobbo hits one of your guys, and the the TD chance is over. If not, the gobbo still has to land, dodge in most cases, so that is the same as placing all your guys next to your endzone. Cool
The kick skill helps, too.

As for the normal drive: it is hard to defend the TTM attempt as such if the coach wants to try it at some time during the half, so keep back a player (with block/tackle/MB preferably, or claws etc Wink ) in case the gobbo doesn't (want to) reach the endzone after landing, or in case the poor little one doesn't land on his feet.

Good luck defending! Mr. Green

Sputnik

P.S.: I still hate to have no possibility to respond to a TTM oneturner. Evil or Very Mad
 
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EthrylainOffline
Post subject:   PostPosted: Jan 20, 2005 - 11:58 AM



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Maybe intercepting with pass block???

Would be fun

Oke I'll throw this goblin, other coach: my player with pass block runs into the path of the goblin and tries to snatch him from the air.
 
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