Hello! Welcome to Elf Take, the show that puts you in the shoes of past coaches. I’m your host Skip Bayless, and the name of this episode is “Big Game Hunting”. Agility teams fear the dreaded Mighty Blow and Piling On combo otherwise known as POMB. Tonight, it’s time for sweet revenge…. removing a POMBer from the pitch. 🙂
This challenge is inspired from an actual MM match between High Elves and Orcs. Mardaed, on a blood-lusted whim, was able to snipe at an orc POMBer using a portion of this solution. Unfortunately, it was at the cost of one of his key players (he was KO’d). We’re now back at the practice field to recreate the play and to find a solution so his high value pieces are protected.
High Elves vs. Orc Scrimmage
Here’s the situation. The game is tied at 1 and you have plenty of time left (4 moves) as well as rerolls (3). On the previous drive, the orcs scored on an unbelievably long TD pass to an orc lineman who snuck around the back while your high elves were scrambling for the ball. Don’t ask me how an orc lineman can sneak around elves, but it happened… You’re disgusted with the touchdown and now want blood! You were already successful in injuring the Orc’s Mighty Blow, Frenzy, Piling On, Pro Blitzer, and now you’re setting your sights on his other killer. As the Orc coach sets up for a kickoff, your eyes maniacally light up. Licking your chomps you setup your offense and attack! What did you see? How do you do it? And how do you protect your key player(s)? What is the minimum number of 2+ rolls that you need?
Remove Orc Blitzer #5 (Block, Mighty Blow, Tackle, Piling On) from the pitch. Protect all of your skilled players so they cannot be removed from the pitch on the Orc Team’s next turn.
- You must do this in one turn and it’s the beginning of your turn.
- Assume that all 2d (your favor) blocks will result in pushes. All 1d blocks and 2d blocks in opponent’s favor will result as skulls.
- Assume that all of your opponents blocks regardless of dice will end in pushes.
- Assume that your opponent will pass all 2+ and 3+ rolls but not 4+ rolls and higher.
- Ensure every 1d non-block action attempt is a 2+ (i.e. passes, catches, hand-offs, dodges, etc. all should be 2+ for success). Assume successful rolls.
High Elf Practice Squad
|1||Thrower||6||3||4||8||Pass, Safe Throw, Accurate|
|3||Blitzer||7||3||5||8||Block, AGI+, Leap|
Orc Practice Squad
|1||Thrower||5||3||4||8||Pass, Sure Hands, AGI+, Block|
|2||Blitzer||6||3||3||9||Block, Tackle, Dodge|
|3||Blitzer||6||3||3||9||Block, Dodge, Sidestep|
|5||Blitzer||6||3||3||9||Block, Mighty Blow, Tackle, Piling On|
Thanks to thebursar for his solution. I modified it a bit to make it more difficult to push the AGI+ blitzer out. Notice, however, that the thrower is vulnerable to a tight screen by Orc Blitzer #3 and Orc Lineman #4, but to be really effective both players have to roll 2 GFI’s each and your Orc coach has to get a bit lucky with blocks to clear the way. Notice how the thrower is far enough away so he can’t be marked. Orc #3 has sidestep, so you don’t want to be marked by him.
This position will cause the Orc Coach to have a bit of a headache. If the Orc Coach blitzes the catcher (Elf #4) or your blitzer (Elf #2), Elf #15 and Elf #3 are safe from a crowd surf. If the Orc Coach “takes” the bait and blitzes Elf #15, he’l leave his backfield wide open for a TD or a stall for a TD. Since your thrower has Accurate, you can pass 6 spaces down a column with a 2+ roll. Feel free to study the Orc perspective and debate the formation.
One final note. Notice the marking positions of Elves #11, #12, and #13. They have to be in this position so the Orcs can’t block a player free. If you mark the Black Orcs diagonally, either one could then block Elf #13 so Orc lineman #10 is free to move.