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Go Back   Blood Bowl Tactics Forum > General Blood Bowl Forum > General Blood Bowl News and Discussion

Tactics - So how do I avoid an Elf rush after the kick ?

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  #41  
Old 8th December 2011, 02:49 AM
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Thanks ! Now I got the hang of it... when I edited the posts it kept changing them to a link...
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  #42  
Old 8th December 2011, 04:54 AM
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Thanks ! Now I got the hang of it... when I edited the posts it kept changing them to a link...
Yeah, that's a bit of a pain. It also doesn't like being quoted, or stuck in code tags
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  #43  
Old 8th December 2011, 09:44 PM
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Bringing old topic back... Dreamy... why is the Ziggurat better than just making two man columns ?

With two man columns less players seem vunerable.
With Ziggurat you can protect sidelines, even from frenziers. And you can protect your second line just as well as with columns.

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  
Old 9th December 2011, 01:48 AM
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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.
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  #45  
Old 9th December 2011, 09:46 AM
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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.
Usually that blitz will need an assist to get the 2 dice block, this means you either need a guard or put a player on the sideline to make the assist. If you do that, this player is a prime surfing candidate next turn.

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.
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  #46  
Old 9th December 2011, 01:38 PM
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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.
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  #47  
Old 9th December 2011, 04:05 PM
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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.
The extra 2 will be single dice unless you leave a player on sideline or have a guard to assist, or are stronger.

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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.
Whether it is easier to close down a blitz through the middle or on the flank is a separate discussion however.

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c) Both systems seem equally in trouble if LOS collapses. Ziggurat might protect middle players from contact a bit more.
A ziggaraut can be tightened up more easily, especially with guard, to stop the ends of your LOS being as easily blocked.

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d) 2 man column is only nonviable against frenzy oppos... no doubt about that.
This is true, but I am not a big fan of how it allows my flank players to get pinned against the sideline more easily.
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  #48  
Old 9th December 2011, 05:14 PM
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The extra 2 will be single dice unless you leave a player on sideline or have a guard to assist, or are stronger.
Against stronger teams... that might not be the case. Even elves have chosen to hit my ghouls when they stick out in Ziggurat formation... due to their notorious fragility.


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This is true, but I am not a big fan of how it allows my flank players to get pinned against the sideline more easily.
Depends... if the first one is pushed toward sidelines he is then right next to his team mate. Makes it easy to just push back.
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  #49  
Old 9th December 2011, 07:46 PM
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Against stronger teams... that might not be the case. Even elves have chosen to hit my ghouls when they stick out in Ziggurat formation... due to their notorious fragility.
Well, then that is a success.

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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