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  #21  
Old 9th January 2012, 12:59 AM
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For what it's worth, my local TT league has had a history of playing overtime at only six turns/team, but the changes doesn't stop there since only 9 players are allowed on the field on each side, and no re-rolls are returned.

However, I have yet to see a team drastically change its tactics due to the lack of the two last turns in the overtime halves, but that could possibly be because the coaches are mainly trying to adapt to the lack of players and re-rolls rather than worrying about the clock.

I don't have much experience playing Blood Bowl aside from the Wood Elf team, and I'd think that as a Wood Elf coach the 6-turn structure would greatly benefit them. In the offensive drives, I usually score in three or four turns, or stall if it's possible, and having shorter halves would mean that either I don't have to stall for that long, or there are fewer turns that I have to run away to avoid getting bashed. In the defensive drives, my opponent will likely have to make some riskier moves to score in time if I harass him enough, at least the slower and bashier teams would be a subject to this.
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