Kick or Recieve
- Munkey
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Kick or Recieve
We've been discussing this one in our league but not really come up with any suggestions, is there any good reason why a coach would want to kick rather than recieve on winning the toss?
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[size=75]The short answer is "no", but it is a qualified "no" because there are odd ways of interpreting the question which could justify the answer "yes".[/size]
- Longshot
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- Darkson
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I always kick off with my Norse if facing a 2-3 turn TD team, that way 1 get 5-6 turns back in which to score and then the whole 2nd half. Not the most interesting tactic I agree, but if your opponent starts to get desperate they will make some silly errors.
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Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
- Grumbledook
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- Al the Rat
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When I'm playing a slow bashing type team (eg Chaos, or dwarves) I might consider kicking the first half, particularly if I have a kicker. And then playing an interference, loose, skirmish defence whilst I have all my players on the pitch. I am fairly confident in the second half that as long as I have seven rats still on the pitch I can play the clock some more, and get a touchdown resulting in a 1-0 win. My league still plays 3rd edition with no LRB updates, so it is also a card drawing tactic. If your opponent is getting frustrated by the slow progress he is more likely to play a special play card when it is not overly useful. The other reason to kick first is that it can confuse your opponent, and make him worry about some ploy up your sleeve that he hasn't yet spotted. (I'll probably reveal my first box breaking gutter runner like this, block, dauntless, leap and strip ball is a combo my league is yet to learn to fear!)
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During my days as a coach of the gracious wood elves, I elected to kick in the following situation:
If the opponent is a bashing team.
The point of this is:
On defense, if I have 11 players, I have a good shot at getting the ball from them.
On offense, I only need 4-5 players to score with good certainty.
On the first turns of the game, I don't need all the 11 players if I receive - scoring is practically certain. So it's better to defend instead.
I only lost 1 game (against grossly imbalanced Forest Folk team that had Centaurs with several skills like diving tackle (the old)) during the teams carrieer, so I wouldn't say this was a bad tactic.
If the opponent is a bashing team.
The point of this is:
On defense, if I have 11 players, I have a good shot at getting the ball from them.
On offense, I only need 4-5 players to score with good certainty.
On the first turns of the game, I don't need all the 11 players if I receive - scoring is practically certain. So it's better to defend instead.
I only lost 1 game (against grossly imbalanced Forest Folk team that had Centaurs with several skills like diving tackle (the old)) during the teams carrieer, so I wouldn't say this was a bad tactic.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
[i][size=67]Don't lynch me! I'm the captain of the carpet ship![/size][/i]
[i][size=67]Don't lynch me! I'm the captain of the carpet ship![/size][/i]
- vorner23
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- Zombie
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That one's easy Munkey. All teams need 11 guys to have a good defense. But agility teams don't need 11 guys to be effective on offense. Therefore, an agility team playing against a bashing team, and therefore bound to lose players, is better off kicking in first half when they're sure to have 11. They'll score easily with 7 or 8 in second half anyway. By the same token, a bashing team playing against an agility team should kick, if only so that the agility team's coach doesn't get what he wants.
Basing against bashing, receive to draw first blood. Agility against agility, receive to score first and put pressure on the other team.
Basing against bashing, receive to draw first blood. Agility against agility, receive to score first and put pressure on the other team.
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- DoubleSkulls
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kick
spot on ian. have seen that a lot in our last league, and done it myself a few times too with my chaos dwarf team.ianwilliams wrote:Power teams often choose to kick when playing agility teams. Often the agility team will score in 2~3 turns giving the power team most of the half to get an equaliser. Then they can spend the whole 2nd half getting the 2nd TD. 2-1 win and classic dwarf strategy.
Ian
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With my chaos team I always choose to kick first. It allows me to have control of the ball from the moment I receive until the end of the game. I play for the basic 2-1 win, and control of the ball is key for that to work.
This is especially true against other strength teams. Sure, they get to hit you first, but that rarely gives them a big enough advantage for the win. And since I don't plan on stopping them from scoring I am free to focus my attention on selected targets. I'll let you run the ball for a score in exchange for beating up 2-3 of your players.
All you have to do is isolate one or two of his players and beat them until they leave the pitch, then you can move to other targets. This is often a mental challenge, you have to be in a certain mindset for this to work. Although you aren't really interested in the ball you still have to make your opponent think you are, so that he will spend his efforts (and rerolls) protecting it. Meanwhile you want to focus on getting the man advantage.
-Balrog
This is especially true against other strength teams. Sure, they get to hit you first, but that rarely gives them a big enough advantage for the win. And since I don't plan on stopping them from scoring I am free to focus my attention on selected targets. I'll let you run the ball for a score in exchange for beating up 2-3 of your players.
All you have to do is isolate one or two of his players and beat them until they leave the pitch, then you can move to other targets. This is often a mental challenge, you have to be in a certain mindset for this to work. Although you aren't really interested in the ball you still have to make your opponent think you are, so that he will spend his efforts (and rerolls) protecting it. Meanwhile you want to focus on getting the man advantage.
-Balrog
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Bashing teams should kick to their opponent in the first half. Let the opponent score rather fast and maim some of his guys. Qith whatever is left in the half score a TD to even it. And then in the second half when they receive score a TD but use up the whole half doing it.
An AG team should kick to the bashing team in the first half. The reason is that at no other time will you have so many players on the field. Against other AG team, well then it depends whether they have a one-turn scoring machine and whether they have more or less players then you do.
An AG team should kick to the bashing team in the first half. The reason is that at no other time will you have so many players on the field. Against other AG team, well then it depends whether they have a one-turn scoring machine and whether they have more or less players then you do.
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