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#41
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| Thanks ! Now I got the hang of it... when I edited the posts it kept changing them to a link...
__________________ We came, we won, we howled ! CC VII - 1st of Div 1 - Eights Final [ Triumph in Adversity award ] CC VIII - Champion ! [ Triumph in Adversity award ] |
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#42
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#43
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With sidesteppers you can even force dodges when they go down the side. Add a couple of stand firm and guard on the LOS and you force any elf rush to make many 3+ dodges to get through. Which they can succeed with. An elf rush is always unstoppable - your only goal is to make them roll as many difficult dice as possible to do it, since odds are they will turnover somewhere along the road..
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#44
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| When there are no frenziers... what is the difference ? Ziggurat allows for a blitz on back guy on flanks. Two man columns don't.
__________________ We came, we won, we howled ! CC VII - 1st of Div 1 - Eights Final [ Triumph in Adversity award ] CC VIII - Champion ! [ Triumph in Adversity award ] |
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#45
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More importantly though, I would say a blitz on either flank generally does now allow you to advance as many receivers compared to breaking open closer to the centre, but it does mean those that do get through are less likely to be marked. So it does give a different angle on things. It does require a less symetrical offense to acheive it though, which some teams can take advantage of and often leaves a rear thrower more vulnerable.
__________________ "Gallows Bait" the eternal rookie - Lebe666. "passive-aggressive luck whiner" - Nikolai II. CCIII:Blackhoof Beasts(Cha) 1-0-3 (29/32) | CCIV:Late Arrival(HiE) 0-1-2 Stand ins | CCV:Asur Ravens(HiE) 1-1-3 (18/24) | CCVI(Div 3):Da Flash Gitz(Orc) 2-3-2 (5/8-18/32) | CCVII(Div 4):Sturmwald Eagles(Hum) 4-0-4 (2/8-16/32) | CCVIII(Div 3):Ghosts of Grace(Elf) 2-1-3 (3/6-12/24) |
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#46
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| With a necro team where the wolves are covered and usually free to counter attack... I would say its preferable for break thru on the sides. So correct me if I'm wrong in difference between 2 man column versus Ziggurat: a) 2 man column defense means 7 players are vulnerable to being targeted by a single blitz player with no dodge. Ziggurat means 9 players are. b) Besides the LOS area in order to break thru in the 2 man column a single blitz with ![]() is not enough. Ziggurat a single blitz in the far flanks means open corridor. c) Both systems seem equally in trouble if LOS collapses. Ziggurat might protect middle players from contact a bit more. d) 2 man column is only nonviable against frenzy oppos... no doubt about that.
__________________ We came, we won, we howled ! CC VII - 1st of Div 1 - Eights Final [ Triumph in Adversity award ] CC VIII - Champion ! [ Triumph in Adversity award ] |
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#47
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__________________ "Gallows Bait" the eternal rookie - Lebe666. "passive-aggressive luck whiner" - Nikolai II. CCIII:Blackhoof Beasts(Cha) 1-0-3 (29/32) | CCIV:Late Arrival(HiE) 0-1-2 Stand ins | CCV:Asur Ravens(HiE) 1-1-3 (18/24) | CCVI(Div 3):Da Flash Gitz(Orc) 2-3-2 (5/8-18/32) | CCVII(Div 4):Sturmwald Eagles(Hum) 4-0-4 (2/8-16/32) | CCVIII(Div 3):Ghosts of Grace(Elf) 2-1-3 (3/6-12/24) |
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#48
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__________________ We came, we won, we howled ! CC VII - 1st of Div 1 - Eights Final [ Triumph in Adversity award ] CC VIII - Champion ! [ Triumph in Adversity award ] |
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#49
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Remember that the purpose is to stop an elf rush. This is only relevant if you will have too few turns to score a return TD after their rush, else you might as well encourage them to hurry up instead. And if they waste a turn by blitzing your baiting ghoul instead of opening up a passage to score - revel. Else the point with the Zigg is to encourage them to go down one side, making them somewhat easier to contain. (Given that all but two will have to start midfield and this spend move sideways too.) As for protection - if you can put a sidestepper on flank duty you can protect another player by inverting that side.
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is not enough. Ziggurat a single blitz in the far flanks means open corridor.
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