Crash Tackle rugby Scenario: Drop Goal Demolition!

Scenario: Drop Goal Demolition!

The Game: SA vs ENG (RWC) in 1999

In this scenario we relive the record breaking game between South Africa and England in the 1999 Rugby World Cup. You know... the one where the golden boot of Jannie de Beer slotted 5 drop goals to take the Boks to a 44-21 win!


Teams: SA VS ENG
Date: 24 Oct 1999
Venue: Paris, France
Weather: Fine
Pitch Condition: Firm
Referee: Jim Fleming, Scotland


Game Plans & Tactics: South Africa

The plan today is simple. England have a massive pack and they are gonna give us a tough time on the deck - this I can gaurantee. Jannie has been training extensively on his drop goals and the idea today is to attack the English from the air with some drop goal attempts. This tactic works on two levels. One, if they go over it's easy points. And secondly it will keep the English pack moving backwards and hopefully tire or frustrate them.


Scenario Points: South Africa

The South African team will receive Scenario points as follows:

  • Win - If your team wins the game they will be awarded 4 points
  • Try Fest! - Score 4 or more tries and receive 1 extra point
  • Draw - If your team draws the game they will be awarded 2 points
  • Within 7 - Loose within 7 points of your opponent and receive 2 extra points
  • Domination - Win the game by more 15 points and receive an extra 1 point
  • Drop Goals - For each drop goal you score with Jannie de Beer (10) you will receive an extra 1 bonus points.
  • World Record - Get 5 successfull drop goals during the game and get an extra 2 bonus points.

Game Plans & Tactics: England

Our strength today lies in our pack of forwards. If we can pound the Boks with good tight forward play we should tire them out enough to destroy them in the final quarter. The Boks are not looking up to their usual fitness levels, so the more defending the more fatigued they will get. Let's keep the ball in hand and keep it tight.


Scenario Points: England

The England team will receive Scenario points as follows:

  • Win - If your team wins the game they will be awarded 4 points
  • Try Fest! - Score 4 or more tries and receive 1 extra point
  • Draw - If your team draws the game they will be awarded 2 points
  • Within 7 - Loose within 7 points of your opponent and receive 2 extra points
  • Domination - Win the game by more 15 points and receive an extra 1 point
  • Forward Assault - For each try you score with a forward you will receive an extra 2 bonus points.
  • World Record - Foil the Boks world record drop goal attempt and get an extra 2 bonus points.

Game Requirements

This scenario uses the Crash Tackle Test Match rules.


Winning

The team with the most number of Scenario points at the end of the game is the winner.

Crash Tackle Rugby Game Scenario:  Powerhouse Play-off

Scenario: Powerhouse Playoff


Teams: SA VS AUS
Venue: Newlands, South Africa
Crowd: Capacity
Weather: Sunny
Pitch Condition: Firm, Dry


Game Plans & Tactics: South Africa

Coach Briefing: Today gentlemen we are concentrating on a forward assault on Australia. Our forward pack is far superior and this is the area we need to exploit. Let's keep the pressure on their pack and keep the ball with the forwards. The Australian attack out wide is world class and I want to squeeze every last bit of possession away from their back line.

With that in mind I want Gregan marked constantly. Put him under pressure and make him feel welcome (grin). Gregan is not at the top of his game and I'm confident that if we squeeze him he'll pop!


Scenario Points: South Africa

The South African team will receive Scenario points as follows:

  • Win - If your team wins the game they will be awarded 4 points
  • Try Fest! - Score 4 or more tries and receive 1 extra point
  • Draw - If your team draws the game they will be awarded 2 points
  • Within 7 - Loose within 7 points of your opponent and receive 2 extra points
  • Domination - Win the game by more 15 points and receive an extra 1 point
  • Forward Assault - For each try you score with a Forward (1-8) you will receive and extra 2 bonus points.
  • First Strike - If you are the first team to score a try you will receive an extra 2 bonus points
  • Take Him Out! - Injure Gregan (no.9) and receive an extra 2 points

Game Plans & Tactics: Australia

Coach Briefing: The South African side are notorious for lifting their game when the pressure is on, so we need to have our wits about us in this game! I am convinced the Boks will try to take us up front and I expect a huge amount of pressure there. We need to get that ball out ASAP and get our back line moving. The Boks are battling in the back line and I think is definately their point of weakness. Jantjies is new at the back, and I think he needs an introduction into the world of test matches.

Let's test him at the back and get him to make as many errors as possible. Also, Gregan is due for a big game and his return to form will bolster our future as World Champions, let's give him as much support as possible.


Scenario Points: Australia

The Australian team will receive Scenario points as follows:

  • Win - If your team wins the game they will be awarded 4 points
  • Try Fest! - Score 4 or more tries and receive 1 extra point
  • Draw - If your team draws the game they will be awarded 2 points
  • Within 7 - Loose within 7 points of your opponent and receive 2 extra bonus points
  • Domination - Win the game by more 15 points and receive an extra 1 bonus point
  • Back to Form - For each try you score with Gregan (9) you will receive and extra 2 bonus points.
  • First Strike - If you are the first team to score a try you will receive an extra 2 bonus points
  • Pressure! - Receive an extra 1 point for each time Jantjies (15) fails the dice roll when gathering the ball.

Game Requirements

This scenario uses the Crash Tackle Test Match rules.


Winning

The team with the most number of Scenario points at the end of the game is the winner.

Varient: Test Match Rules

Varient: Test Match Rules

The Pressure Play cards are key to game-winning tactics. As the game continues the more Pressure Play Cards you can collect. The more cards you have, the more likely you are to assemble an array of mind-blowing moves that will leave your opponent gasping for breath!

The new Pressure Play Cards in the latest version of Crash Tackle has been made even more important with the inclusion of series of new rules and abilities. Pressure Play Cards can now be used in Energy Battles at Scrum, Line-out and Maul time! They are also now used to assist with special kicking rules, miskicks and charge downs.

The tactical use of these cards is now even more important as only certain cards can be used by certain players in your team!

Introducing an exciting alternative way to use the Pressure Play Cards in your Crash Tackle Games!

TEST MATCH RUGBY RULES FOR CRASH TACKLE

Rugby test matches are the ultimate rugby matches. Their intensity and drama produce games of the highest quality, where tactics, discipline and innovation are tested to the limit. Test matches, when played between top teams, notoriously produce tight, low scoring games.

To simulate this type of game, you will use these 'Test Match' special rules. The 'Test Match' rules produce a new aspect to Crash Tackle where coaches know what cards their opponent is holding and can plan tactics accordingly. Substitutes also play a far more important role in simulating the effects of 'fresh legs' when more cards and attacking oppositions are needed.

  • Take all 36 cards and randomly deal 15 cards to each team
  • Place the 6 remaining cards are placed face down as the discard pile.
  • The cards drawn are all available for your team to use from the start of the game (i.e. you do not draw cards at the beginning of each turn).
  • Once used they are placed on the discard pile.

Half Time Talk

At half time the teams disappear into the change rooms where they are giving some stern words from the coach and have a welcomed 5-minute rest. All the cards (except the Pressure Play & Hard Training) are reshuffled and dealt to the coaches.

Substitutes

Substitutes are handling in the usual way, except the substitutes cards are randomly drawn from the pile of cards already discarded during the half. If no cards have been discarded then substitutes can not be made

Double 1

Rolling a double 1 when making skill rolls is still treated in the usual way only the card is randomly drawn from the pile of cards already discarded during the half. If no cards have been discarded then the double 1 roll is ignored.