MV6 One Turn Touchdown

Common knowledge suggests that you need a very high movement player to perform a one turn touchdown in a Blood Bowl match. That is because they need to be able to move the length of half the pitch, which is thirteen squares. So naturally one turn touchdowns are only for Skaven Gutter Runners and Wood Elf Catchers.

This thinking was expanded by the fact slightly slower players could also do this if you got lucky and rolled a Quick Snap Result on the Kick Off Table. Going a Step further if you pushed one of the opposition into your team mate who had Side Step, again you could gain that extra square you needed. If you continue down the track of using secondary pushbacks from blocking the opposition, you can actually get a MV6 player close enough to try and score in one turn.

You do need quite a lot of dice rolls to go in your favour and certain skills will make it easier. The typical time you will get to attempt this would be in the last turn of either half after the other team has scored. It is fairly common for coaches to line up three players to get hit on the Line Of Scrimmage and set the rest of the team deep so you can’t blitz them. This is a situation that Chaos teams can see fairly often and as their fastest player is MV6 I have used them to demonstrate. The players who have gone have been marked prone (diagonal line through them, they haven’t been knocked over). This was done to make things easier until play creator gets updated. Click on the picture to see it in more detail with graphical pushbacks etc.

One Turn Touchdown

Step 1: First of all you need to set up in the following way. If you are fortunate to get a touchback then that solves the issue of getting the ball to the correct player. In this case B#12, player B#6 is set back to pick the ball up to pass it to him otherwise. If the ball lands back towards your own endzone than this becomes even harder.

Next you blitz with the player B#11 in this case into the opposing L#13, push into CW#1, into B#12 who goes into the free square. B#11 shouldn’t follow up the Blitz but instead move up behind L#12.[divider_flat]

One Turn Touchdown

Step 2: B#10 now blocks and follows up L#13 pushing him into CW#1, who again pushes into B#12 into the empty square.[divider_flat]

One Turn Touchdown

Step 3: B#7 now blocks and follows L#13, this time pushing him into CW#3 who gets pushed into the open square.[divider_flat]

One Turn Touchdown

Step 4: Now B#9 blocks and follows L#13 into CW#1 who gets pushed into the empty square.[divider_flat]

One Turn Touchdown

Step 5: CW#2 blocks and follows L#13 into B#12 and pushes him one square closer to the endzone.[divider_flat]

One Turn Touchdown

Step 6: CW#4 blocks and follows L#12 into CW#1, who goes to the empty square.[divider_flat]

One Turn Touchdown

Step 7: CW#3 blocks and follows L#12 into B#12, again pushing him one sqaure closer to the endzone.[divider_flat]

One Turn Touchdown

Step 8: In this final step you need to move B#8 into the empty square as shown. Then you can block L#13 with CW#1, push him back into B#12 who can move the last needed square towards the endzone. For this last block you really want a pushback+defender down result, rather than just a pushback, as that will mean B#12 (the ball carrier) won’t have to dodge away from him before heading off towards the endzone. From here B#12 just needs to pick which players he wants to try and run between. Against non rookie sides this means trying to avoid players with Diving Tackle and also Tackle if you also have Dodge.

So as you can see that this isn’t easy. Having a reroll will help to some degree but you do need to roll a lot of push backs. I didn’t check to see if the Chaos Warriors were all in the correct spots to get the most two dice blocks either. This whole situation won’t pop up a lot either and as more coaches become away of this they may set up with a different defencive formation as well. Though if they do that there may be juicier targets to hit instead, so it isn’t all bad!

33 thoughts on “MV6 One Turn Touchdown”

  1. Glad you found it useful. The faster the players are on your team the easier it is as you can do it with less players. I may add other methods for those situations in the future, keep your eyes peeled.

  2. Great article!!

    So far, I’ve only knew how to do a one turn TD with Skavens (apart from the roll of dices, with the gutters it wasn’t too complex) and with the Necromantic Team (in case all the players were available), but now at least I know how to do it with regular MO6 teams.


  3. I knew it could be done with MA 7 – I’d been over and over it, and convinced myself it couldn’t be done with MA 6! So this is very impressive!

  4. Good idea.. but has anyone done this?
    It takes one hell of alot of pushes…. so many, that it’s almost impossible to see that happen.
    Furthermore, the last part is a 5+, 4+, 3+ dodge, that is 3 dodge rolls (asuming he has dodge, you can re-roll one)
    Aside from that, one would think that the opponent would place his players in other ways, making it harder to achive this.
    So the idea is nice, but I simply don’t see it happening.

  5. i just came across a somewhat simpler method …
    assuming you’ll only really be desperately going for the 1 turner on the final turn 8 or 16.
    if you had a player with a base MA of 7, ‘kick off return’ plus ‘sprint’ would give you the skills needed, to cover 13 squares.
    ive just added kick off return  to a catcher on my human team (base MA of 8) … and boy does it make for a surprise to the opponent 🙂

    • Nice idea but that is against the rules as Kick Off Return doesn’t allow you to move into the opponents half of the pitch. Eventually I will get around to the diagrams for higher movement players which is indeed easier as you don’t need to push them as far into the opposing half.

  6. My apologies in advance, as I realize this is slightly off-topic, but does anyone know how to advance the screen in the play creator? Each action comes up as a separate window; I’m sure there’s got to be a way to string together these snapshots to make a cohesive picture of the play without opening a half dozen windows…

    Additionally, I can’t seem to find’s forums, even when I log in. Do these exist, or is it possible to leave the site team feedback?

    Fantastic website, Thanks for putting it together.

  7. Sorry for the delay in response. @#7 Skaven Coach, you can’t string plays together in play creator like that, you have to use them as separate static play set ups. Afaik there are no play creator forums either.

    @#8 Dadus, you may well have seen something like this for Dwarfs before, how am I to know what you have seen though!

  8. Perhaps you could take screenshots of the plays and then make an animated gif with captions on a slow rotation so that you can see the whole thing together.

  9. For Goblins it is possible to put goblins in front of the Ball & Chain, with a little (ehm… a lot) of luck the Ball & Chain will push one of the goblins 4 squares forward (3 dice, you decide) so that he can sprint into the endzone. It is one of the more unlikely 1 turners, and one of the least known, but the theory is sound 🙂

  10. An important thing to mention: if you are defending againt a 1-turn TD, just spread out your players on the LOS so that they can’t pull off these cheesy chain-push attempts…

  11. I think he meant that you do that when there is only one turn left. Just spreading your players out though I would still think it possible to do the chain pushes. Maybe not for MV6 players though, would have to try and work it out to see if it is still possible.

  12. Nice advice, but there is another way to score in 1 turn with dwarfs (or other slow team).
    It needs to be late in match when you have sent several of your opponents off the pitch weakening his line and are kicking off. Set up as usual but leave 1 runner and a TS just off LOS, aim the ball to land infront of his thrower and just behind LOS and if the gods smile on you you will get the blitz kick off result. Make all blocks on LOS taking majority down or out of action, then move TS and runner to infront of where ball will land between ball and back field players. On commencement you should sill have protected the ball and blitz with TS to make room infront of runner (due to the lovely frenzy skill), get him to grab ball and cheese-it to end zone (will need luck and maybe re-roll for GFI roll).
    I know this sounds make believe but turned a 2-1 victory into a 3-1 victory between turn 15 and 16 when my stunties were pulling apart an elf team.
    My opponent was speechless.

  13. Technically that is a two turn touchdown and the other team gets their turn after the blitz anyway, so should be able to prevent this. Usually a one turner is done when the kicking teams have no turns left as well, otherwise the other team will have two turns and don’t need to go for a one turn touchdown.

    Either way sounds like you scored a nice touchdown!

  14. Actually, if you’re trying to stop it and you still have plenty of players, its easily stopped by a line of your remaining 8 players spread accross the line one square in front of your own end zone.

    Then even if they manage the chain pushes necessary to set up the one turn score….they still have to complete multiple dodges which for teams using this tactic will probably be nigh-on impossible.

    Even for elves with a dedicated one turn scorer, if you dont have leap the odds arent in favour of you making it through a line at the end zone, and you quite likely wont be able to get a blitz on any of those players to clear a path

  15. Love this tutorial.  I have skaven opposition who set up this way that I am looking forward to springing this on.
    I may be missing something, but what prevents B6 from passing the ball to B8 in step one, then B8 running the ball around to B12 at the end for a handoff? 
    If my maths is correct (which it’s quite probably not), and assuming rerolls are not used, the chance of success percentage wise is identical between the two methods.
    If you can use a reroll on the passing/handoff however, then I make it 55.6% chance with passing straight to B12, while a 61.1% chance by using the handoff plus pass method.
    Of course, if the hand off is not possible, then better percentage is moot.

    • Been quite a while since I made those diagrams, but in answer to your question, there is nothing preventing you doing that. Not run the odds, but doing a pass and a hand off does obviously add another die roll. Of course having this succeed in the first place requires a run of good dice rolls in the first place.

  16. Do you have an article about how to do it with a Troll/thrown Goblin?

    I was trying to describe it to a friend but if I had an article to link to it would help make it clearer.


  17. Not yet, it is on the cards though. Keep coming back or subscribe via RSS or email to get sent the new articles when they are published.

    • Ah, the play creator site appears to be down. That is rather inconvenient, hopefully it won’t be down for long or I’ll have to look into something else. Apparently it wasn’t meant to be down for too long but that doesn’t look like it is the case. I’ll investigate alternative options. Apologies in the mean time.

  18. Hi Coach
    Great article (though i would need those play-creator screens printed and right beside me to remember it)
    One thing
    Your scorer is a Beastman, so wouldn’t it be easier to get a 2d Block (Horns), and possibly a dodge if he don’t go down?

  19. Throw team mate + Right stuff  + Running Snotling/Goblin = 1 turn touchdown.  Cheap maybe but it works and all you need to do is pick the ball up, hand off, throw, land, and maybe a dodge.

  20. Concerning defending against One turners: Key is to deny the spaces behind your first line of players.

  21. I agree with Xon.
    I have had success both on the field,  on the PC Game, and on fumbbl with One Turn Touchdown, with a Orc Team, using a troll/ogre and a goblin, pick up ball hand off to goblin, troll/ogre pick up goblin throw to limit of range/one band below, and should be just in range, tho can need a double go for it and a re-roll.
    Skills always help, I tend to go for catch with my goblins to help receiving hand offs.
    But they took ogres away from orcs just after I started playing…Trolls like to eat things
    But I have done it with a troll around about 5 times or so, tho I don’t get to play as often as I like, and as the article suggests I use it late in either half, or if I get a favourable receive, for example if the ball gets kicked off the pitch, so I get to choose who gets the ball.
    Having sufficient blockers around the throw team mate player, also helps to push tackle zones away from the thrower, but this can lead to having many players on the line of scrimmage if the attempt fails…
    Mightypeon is right about the key tho.. having players behind the first line, or deep receivers, but you would not be likely to have this, compared to the receiving team, as the kicking team would not leave players that deep in their own half…

  22. Halflings are a very easy 1 turn touch down also. with an ag4 fling and a reroll it’s fairly consistent, and sprint sure hands and sure feet and it’s down right annoying. I scored on turn 1 and turn 2 of a match once due to the opposing team failing a pick up on their turn one.

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