< Displaying items by tag: Attack | Crash Tackle - Rugby Union Board Game

Create gaps in the defense

A Gap is a hole in your players defense that allows your ball carrier to get past without being tackled. If your opponent is defending well there should be no Gaps in his defense. If this is the case you need to create the Gaps using your players! The only way to do this is to run your ball carrier at the defenders - it sounds crazy, but by doing this you force the defenders to tackle and become grounded - grounded players can not tackle. This creates gaps! Now all you have to do is pick up the ball and run through it!


Keep moving forward

The only way to really put pressure on your opponent is to keep advancing. Try to get your team moving the ball forward and past it's last position! This will get you behind your opponents defense and force them to turn and fall back. Kicking is the easiest way, but you risk losing possession (and if you are not holding the ball - you can't score!). This leaves you the other option - Moving with the ball. You can only move a limited number of spaces every turn, so try and make these count. The best way to do this is to try and run as straight as possible.


Play in the opposition 22m

With ball in hand you really want to try and get into the opponents 22m area as soon as possible, especially if you opponent is a particularly dirty player. Many, many attacks have been spoiled by an opponents well timed dangerous tackle.

Getting into their 22m area means your team is protected, in some way, from a dangerous tackle (or any other foul play) by the 'Penalty Try' rule.


Flat Pass

The Flat Pass allows shallow lying attackers to receive the ball at pace and gain that little extra momentum on attack - it's a risky move, but those valuable meters can make all the difference.

If a player wishes to Pass to a player who is directly inline with them they are considered to be making a Flat Pass. This type of Pass would require greater accuracy and split second timing, and therefor would be more difficult to execute.

For this reason we have introduced this rule...

If passing to a player that is directly inline you must roll less than the passing players Ball Skill i.e. a roll equal to the Ball Skill would be considered a fail.

The rest of the ruling is identical to the normal Passing rule.

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