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Common knowledge suggests that you need a very high movement player to perform a one turn touchdown in a Blood Bowl match. That is because they need to be able to move the length of half the pitch, which is thirteen squares. So naturally one turn touchdowns are only for Skaven Gutter Runners and Wood Elf Catchers. This thinking was expanded by the fact slightly slower players could also do this if you got lucky and rolled a Quick Snap Result on the Kick Off Table. Going a Step further if you pushed one of the opposition into your team mate who had Side Step, again you could gain that extra square you needed. If you continue down the track of using secondary pushbacks from blocking the opposition, you can actually get a MV6 player close enough to try and score in one turn. You do need quite a lot of dice rolls to go in your favour and certain skills will make it easier. The typical time you will get to attempt this would be in the last turn of either half after the other team has scored. It is fairly common for coaches to line up three players to get hit on the Line Of Scrimmage and set the rest of the team deep so you cant blitz them. This is a situation that Chaos teams can see fairly often and as their fastest player is MV6 I have used them to demonstrate. The players who have gone have been marked prone (diagonal line through them, they havent been knocked over). This was done to make things easier until play creator gets updated. Click on the picture to see it in more detail with graphical pushbacks etc. Step 1: First of all you need to set up in the following way. If you are fortunate to get a touchback then that solves the issue of getting the ball to the correct player. In this case B#12, player B#6 is set back to pick the ball up to pass it to him otherwise. If the ball lands back towards your own endzone than this becomes even harder. Next you blitz with the player B#11 in this case into the opposing L#13, push into CW#1, into B#12 who goes into the free square. B#11 shouldnt follow up the Blitz but instead move up behind L#12. Step 2: B#10 now blocks and follows up L#13 pushing him into CW#1, who again pushes into B#12 into the empty square.
Step 3: B#7 now blocks and follows L#13, this time pushing him into CW#3 who gets pushed into the open square.
Step 4: Now B#9 blocks and follows L#13 into CW#1 who gets pushed into the empty square.
Step 5: CW#2 blocks and follows L#13 into B#12 and pushes him one square closer to the endzone.
Step 6: CW#4 blocks and follows L#12 into CW#1, who goes to the empty square.
Step 7: CW#3 blocks and follows L#12 into B#12, again pushing him one sqaure closer to the endzone.
Step 8: In this final step you need to move B#8 into the empty square as shown. Then you can block L#13 with CW#1, push him back into B#12 who can move the last needed square towards the endzone. For this last block you really want a pushback+defender down result, rather than just a pushback, as that will mean B#12 (the ball carrier) wont have to dodge away from him before heading off towards the endzone. From here B#12 just needs to pick which players he wants to try and run between. Against non rookie sides this means trying to avoid players with Diving Tackle and also Tackle if you also have Dodge. So as you can see that this isnt easy. Having a reroll will help to some degree but you do need to roll a lot of push backs. I didnt check to see if the Chaos Warriors were all in the correct spots to get the most two dice blocks either. This whole situation wont pop up a lot either and as more coaches become away of this they may set up with a different defencive formation as well. Though if they do that there may be juicier targets to hit instead, so it isnt all bad!
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Related Posts: Test #012: Six! Six! Six! Test #011: Plan B? 1TurnTD! Test #008: Elf 1 TurnTD Test #007: Undead 1 TurnTD Cage Breaking
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