View Poll Results: What should the new look divisions look like?
- 41. You may not vote on this poll
No change! I fear change!
Triplets! I love triplets!
GC's lovely 1-2-quad based tier system. It's clearly the best!
Results 4,781 to 4,800 of 8290
14-05-2012, 04:07 PM #4781
This is interesting. And then if you had (or moved) a 7 to the left of the 4 and an 8 to the left of the 1 (6 being the blitzer), you could follow up blocking c with 3 and push 1 another square deeper into the other half...
_ABC _ _ _ _ _
1AB6 _ _ _ _ _
2AB6 _ _ _ _ _
Then dodge away (or let 2 shove a out the way) and you're clear.
EDIT: Oops, or not even that!
_2AB6 _ _ _ _ _
Last edited by Screwie; 14-05-2012 at 04:11 PM.
14-05-2012, 04:07 PM #4782
14-05-2012, 06:17 PM #4783
14-05-2012, 06:28 PM #4784
If you click that you'll get how I tend to set up for one-turner attempts and a step-by-step guid. Frenzy or Grab and lots of guard make your life easier, as does lots of move and agility. Still yet to achieve it but I've been damn close a couple times now.
I think for armour breaks, I do have a big chunk of mighty blow but yeah on the whole my punches were good. I was overall pleased with how we played and I suppose if I'd been ultra-cautious I would have just covered the ball in the last two turns rather than going for yet another touchdown. I felt the match deserved it though.
14-05-2012, 06:36 PM #4785
Well, down in Div 8... something happened between me and MrJoose. I'm not sure quite what. I do now realise that sidestep is the most annoying skill ever to hit the astrogranite.
14-05-2012, 07:15 PM #4786
14-05-2012, 07:37 PM #4787
- Join Date
- Jun 2011
Jim doesn't really "do" stalling. He is Captain Adventurous.
14-05-2012, 07:37 PM #4788
14-05-2012, 07:51 PM #4789
1-1 against mrpier's rats.
What i wanted to be a 2-1 grind turned into a turn 8 TD for the rats because yet again initial bad rolls for my opponent let me get cocky and overly aggressive. After a short clusterfuck around the LOS a gutter runner broke through and stalled at the TD line. My attempts to even the field a bit (having already received 2 injuries and 1 KO) by fouling a gutter runner with 5+ assists didn't really work out.
The second half didn't look bright either, with my bloody thrower yet again failing the pickup w. a reroll and three of his gutter runners breaking through and even picking up the ball. Luckily my (fresh) tackle/wrestle lino was free and bashed the ball carrier into the ground, gaining me my first injury of the match. Being in a precarious position i decided it was time for some delightful elfball. This time my thrower managed to pick up the pigskin from between two tackle zones and pass it over long distance to the free standing ST4 carrier who was already halfway across the field.
What followed was a lesson in rat surfing with me decimating his crew up until only 1 lino, 1 thrower and 1 rat ogre was left. The latter I had tried to surf as well but he decided to go down right next to the line instead, where he stayed for the rest of the match thanks to Wild Animal. Despite that massive surfing I only managed a single injury (not even a KO) and that came from a linerat failing a dodge.
I'm quite happy about the draw I managed but if I'm right that means the casualties and passes will decide who gets promoted.
And what are the chances of not seeing a single injury or KO when surfing 8 7-8 AV players....
14-05-2012, 08:13 PM #4790
I think it comes down to who wins of zoraster and wiskheytangofox if I understand the promotion-rules correctly. You won against wtf and I won against zor, so if wtf wins his last game, then you get promoted (since you won against the next-next best team in the div.) if zor wins then I get promoted, if they draw then it is decided by cas-td difference or maybe I'm just making things up.
And yeah, lots of rat-surfing in div. 3 today, I think I might have become too cavalier with their lives at this point, but I really wanted you to score fast so I could get a shot at scoring another TD. I'm not sure throwing all those rats into the grinder was the best option though. 2 MNG's for and I don't think I got any skill ups either. Best moment of the match epic-dodge GR, with around six dodges in various tacklezones, dodges at last into three tacklezones to get a three dice against block on the ballcarrier that almost succeds in crowdsurfing him, only almost though, but it was a fantastic 2 seconds watching him run.
14-05-2012, 09:25 PM #4791
I think for a quick team not stalling and hoping for high scores is a good strategy. Playing a slower or less agile team I'm not so sure.
14-05-2012, 09:31 PM #4792
- Join Date
- Jun 2011
14-05-2012, 09:52 PM #4793
Div 4: Rakish Rodents (Skaven, iNinja) vs Dread Pool (Dark Elves, me)
So what difference does a Heartripper make?
(Click for full screengrab)
Actually most of those weren't his, but this was a pretty gorey match. I received and deliberately stalled to ensure minimal chances for iNinja to equalise. It was working out well, but then Cyanide. >:(
The game DCed on the Turn 16 kickoff. >:(
Final score: 2-1 to the Pool
Although the game has not registered our match, iNinja and I agree the above screenshot is indicative of the final score. Can some lovely admin overlord please mark it down as such?
As for casualties... in the extremely likely event that our division is decided on a tiebreaker this season, can these casualties still count? (I also took a screengrab of my own dug out, but apparently Cyanide can't even get that right as wherever it is, it isn't on my hard drive.) In total I had suffered 1 casualty while iNinja suffered 7, numbers iNinja can confirm.
In summary: Cyanide!!!
14-05-2012, 10:39 PM #4794
DivD ends with a nailbiting finish, full write-up to follow. Gratz to Karandraz on promotion.
Also - OOPS! I accidentally ended the season for DivD.
Last edited by ntw; 14-05-2012 at 10:44 PM.Admin for the RPS Divisions of Death
General Spreadsheet busybody
Chrom - PerpetuumWhen asked, he merely responded with a wry bleat followed by a swift kick to the testicles.- Rakysh
15-05-2012, 10:19 AM #4795
- Join Date
- Jun 2011
Stop sharing super secret one turn touchdown knowledge! That's my entire game plan at the moment!
15-05-2012, 10:49 AM #4796
It's only recently that I've taken to stalling in my games at all, and I'm still not completely comfortable with doing it.
15-05-2012, 11:24 AM #4797
In my opinion it depends on whether you have trust in your defensive play. If you can stop the enemy from scoring then by all means, push that ball into the endzone as often as you can during your drive. If not, better stall a few turns as long as it is safe.Forum janitor in training.
15-05-2012, 01:14 PM #4798
I'm also much appreciating the one turn touchdown information - i've never seen it done and always wanted to know how - since my RPS team is Skaven I think this will be very beneficial :)
15-05-2012, 01:22 PM #4799
On the other hand it allows you a desperation move and/or that one chance to turn a game around in the last second.Forum janitor in training.
15-05-2012, 01:37 PM #4800
Of all teams, Skaven and Wood Elves can make the most of it. Having players with MA 11* out of the box means you don't need to specialise a player to achieve it. Although you can specialise to make it easier, if you want. I'd probably take Pro to assist the GFI rolls and elsewhere.
Most other teams will need to at least grab Sprint first - and suddenly you have a specialised 1TTD scorer on your hands.
(*Just looking at the 2-push variant.)