Welcome to another edition of Elf Take! I’m your host, Skip Tasteless. Today we are heading back to the Old World Football League and reliving the exciting AFC conference championship between the Darkside Marauders (9-4-3) and the heavy favorite Brackish Brawlers (13-3-0). As a high elf, you know I love my one turn TDs! Today’s game, however, has you pitted against a different challenge… Now you’re trying to prevent one against a devilish skink named Six, a phenom with MV9, AGI 4, Sprint, Side Step, and Sure Feet! Good luck! Mua ha ha!
Darkside Marauders (Chaos) vs. Brackish Brawlers (Lizardmen)
It’s turn 16. The coach for the Marauders jasfoz22 has fought valiantly and has whittled down Darken-Rahl’s Brackish Brawlers to 7 players. Not only that, but he was able to score the game-tying TD on his last turn! The Brawlers still have one turn left, and Six is in the backfield licking his chomps for the ball!
You’re the Chaos coach. The Brawlers don’t have any rerolls left. What’s the best defensive formation that will prevent the easy 1 turn TD? With side step, Six has to be chain pushed once before he can run the entire length of the field for the score. What play do you call?
- What is the defensive formation that will minimize the probability of Six scoring. Remember, the Brawlers will setup their own 1 turn TD attempt based on your defense.
- For simplicity, assume “Perfect Weather” is rolled (just like it did during the game) and plan for that.
- Skink #9 is located at (H, -8)
- The ball lands at (J, -7)
- Darken-Rahl can ball and will try to score. All other Lizardmen can be positioned and will be positioned to score with greatest probability of success!
- The Brackish Brawlers have no rerolls.
- Download my Blood Bowl Challenge #12 Playmaker Template. You can open it by installing open source image editing software GIMP. Now you can create your own plays!
- Access the BBTactics Forum and post your solution! Instructions on how to create your play are included at the forum.
In the actual game Darken-Rahl was able to score by:
- Throwing a block with Saurus #1 against Beastman #7 and pushing him away to I2 and following up.
- He then “completed the square” by moving Saurus #5 to F1.
- Saurus #2 then blitzed Beastman #12 from D2. Saurus #2 pushed Beastman #12 from E1 to E-1. Skink #6 is chain-pushed, but uses his sidestop to move to D1. Saurus #2 continues his frenzy and pows Beastman#12 from E-1 to F-2
- Skink #9 then picked up the ball (Sure Hands) and handed it off to Six who went in for the score (3 GFIs with Sure Feet).
According to the Samba Action Calculator, the touchdown Darken-Rahl scored with Six had a ~49.394% chance of success. After setting up your defense, figure out the best way to one turn TD against it and see if you can get a lower score.
Darkside Marauders (Chaos)
|1||Chaos Warrior||5||6||3||9||Block, STR+, STR+, Mighty Blow|
|3||Chaos Warrior||5||4||3||9||Block, Guard, Side Step|
|7||Beastman||6||3||3||8||Horns, Wrestle, Tackle|
|8||Minotaur||5||5||2||8||Thick Skull, Horns, Mighty Blow, Frenzy, Loner, Wild Animal, Claw, Juggernaut, Tentacles|
|11||Beastman||6||3||3||8||Horns, Block, Mighty Blow, Guard, Piling On, Tackle|
|13||Beastman||6||4||3||8||Horns, STR+, Block, Mighty Blow, Frenzy, Strip Ball|
Brackish Brawlers (Lizardmen)
|1||Saurus||6||4||1||9||Dodge, Block, Guard|
|2||Saurus||6||5||1||9||Block, Guard, Mighty Blow, STR+, Frenzy|
|3||Saurus||6||4||1||9||Block, Mighty Blow, Guard, Break Tackle, Dodge|
|5||Saurus||6||4||1||9||Block, Guard, Frenzy, Mighty Blow, Piling On|
|6||Skink||9||2||4||7||Stunty, Dodge, MV+, AGI+, Sure Feet, Sprint, Side Step|
|9||Skink||8||2||3||7||Stunty, Dodge, Sure Hands, Sure Feet|
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This is a great solution. The sidestep Chaos Warrior is an excellent obstacle to a one turn TD. The STR 6 Chaos Warrior also makes it difficult to chain push as well. It can be done, but if a blitz is used to push the the STR 6 Chaos Warrior towards the center of the field then Six will end up in tackle zones that will hinder his catching. But there is still another way to go after it…
- Saurus #3 blocks Chaos Warrior #3 to move him away from Saurus #2.
- Saurus #4 moves to (E,2)
- Pick up the ball with Skink #9 (Sure Hands) and GFI once (Sure Feet) to E1 hand off to Skink #6 (2+ Catch).
- Saurus #2 frenzies Chaos Warrior #1 to (F,1) to (E,-1) pushing Six to D1.
- Six dodges out and makes the score. (2+ dodge and 3 GFI’s)
Tas30’s solution effectively cuts the chance of scoring in half. The biggest probability sink within the entire chain of events is the required push result on the first 2D block by Saurus #2. Can anyone think of a better defensive setup or offensive attack against Tad30’s solution? Let me know!