1 turn wardance
Posted: Thu May 08, 2003 1:15 am
Any thoughts on how to stop a wardancer with 2 movement upgrades and sprint (Thats a strength3 leaping Blodging 1 turner!) 

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Boo Hoo. Plenty of teams have the ability to score in one turn. Legislating it away is as misguided as trying to eliminate stalling. The Wardancer's easier to handle than a Gutter Runner with the same ability, since his coach probably puts him on the field on defence. Dark Lord's advice is solid. (Except for #4)And what do you do when two games from now, he has sure feet, and 5 games from now he has catch as well?
He has leap. You can't force him to make anymore than a single 2+ dodge. And unless you've got a lot of guys with tackle, he'll be making that dodge against a tackle-less player.Dark Lord wrote:Option #1. Get some linemen with tackle. Set up deep and force him to dodge at least twice, foul him with dirty player when he goes down.
That would make it 2-2 at the end of both halves, since he'll get to score after one of your TDs, with one turn to do it. So even if you execute everything perfectly for 16 turns, and his other wardancer doesn't grab the ball during all that time (i.e. everything works perfectly), it's still a tie. If anything goes wrong, you're doomed.Dark Lord wrote:Option #2. Choose to kick, let him score, score on turn 8 of both halves.
Won't work. You don't have to field 11 players anymore. He could keep the guy on the bench on defense as long as he pleases.Dark Lord wrote:Option #3. Hit his linemen hard to force him to play his one turner on defense in the second half. When he does play "keep away" with the ball until you have injured the one turner. Or just spend the game ignoring the ball in favor of killing his one turner.
What tactics? A 5 year old could figure out how to score in one turn.Dark Lord wrote:Option #4. Whine like a baby about his tactics until the rules are changed to totally penalize any team improvements at all.
And what about my second point (the one you didn't quote)?Skummy wrote:Boo Hoo. Plenty of teams have the ability to score in one turn. Legislating it away is as misguided as trying to eliminate stalling. The Wardancer's easier to handle than a Gutter Runner with the same ability, since his coach probably puts him on the field on defence. Dark Lord's advice is solid. (Except for #4)And what do you do when two games from now, he has sure feet, and 5 games from now he has catch as well?
Dark Lord wrote:Option #2. Choose to kick, let him score, score on turn 8 of both halves.
I'm not even sure we play the same game. If he can survive a 16 turn onslaught with woddies then something is wrong with the house rules.Zombie wrote: That would make it 2-2 at the end of both halves, since he'll get to score after one of your TDs, with one turn to do it. So even if you execute everything perfectly for 16 turns, and his other wardancer doesn't grab the ball during all that time (i.e. everything works perfectly), it's still a tie. If anything goes wrong, you're doomed.
Dark Lord wrote:Option #4. Whine like a baby about his tactics until the rules are changed to totally penalize any team improvements at all.
But apparently a five year old can't figure out how to stop it.Zombie wrote: What tactics? A 5 year old could figure out how to score in one turn.
I vote for using a land mine! If that fails, a tactical nuke!duff wrote:Any thoughts on how to stop a wardancer with 2 movement upgrades and sprint (Thats a strength3 leaping Blodging 1 turner!)