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What would make you a better coach?

Posted: Mon Mar 10, 2003 2:07 pm
by MickeX
I found it hard answering the question of what would make a good coach, since I'm sinply not a good coach yet :D

But here are three thing that'd make me a better one:

1. Match overview. I always have too much to consider in the current turn to really get the big picture. I just run and try to score.

2. Getting a good grip on TZ:s and assists. It takes me too much time to figure out which way will be the most efficient, and against good players I'm often tied up so that I can' get any 2D-blocks.

3. Finding simpler ways of calculating odds. Mostly, I almost make the whole calculations when it's important. It's fun but time consuming.

Solution? Probably to play more BB and simply get more experience, at least for #1.

Posted: Mon Mar 10, 2003 3:36 pm
by martynq
I agree with your first two points.

In addition, I would be a better coach if I could work out how to make it difficult for my opponent to move his players without rolling dice and make it easy for me to move my players for free after his turn.

Usually I end my turn with either players to be easily splatted or with nobody in his tackle zones and he has an easy time of moving. I, however, end up with all my players in his TZs and have difficulty maneouvring. Somehow I need to reverse this, but I've no idea how. Only playing against halflings might work.

Martyn

Posted: Mon Mar 10, 2003 3:39 pm
by Redfang
loaded dice... :wink:

Posted: Mon Mar 10, 2003 3:58 pm
by DoubleSkulls
You missed out worse opponents :wink: . I'm sure I could get 100% win record if I played at the local GW store.

Really the best way to improve is to play coaches who are better than you. Thankfully I have Marcus, Geggster and the rest to keep me on my toes.

Posted: Mon Mar 10, 2003 4:00 pm
by narkotic
I usually make up my mind before the game:
1. What race he's playing, what race I'm playing
2. Go think or look up one offensive and one defemsive start formation, memorize one fallback formation, too.
3. Adjust your play. Switch your starting formation if you see that's not working out.
4. Adapt to his play style. If he's a bashing-type, strengthen your front-line, if he's an pass-scorer try to have decent tackle-zones and at least 1-2 emergence-brake players standing deep in your half, if he doesn't watch his half go flood him and pass whenever you can (if you have enough man standing around the target square don't mind your low agility)

Posted: Mon Mar 10, 2003 4:17 pm
by neoliminal
"Winning" :roll:

Posted: Mon Mar 10, 2003 5:33 pm
by Munkey
I would agree with the points in the original post but I also think there is a need to keep perspective and remember that all teams have strengths and weaknesses.

It is easy to see the worst points of your own team and position and the best of your opponents and forget that he is worried about what you will do as well.

Posted: Mon Mar 10, 2003 5:39 pm
by grotemuis
At one game, one player kept saying, that's a black orc. Do you know who's going to block you, my black orc. My black orc has strength four. No don't do that, that would put you next to y black orc.......His opponent was really scared of black orcs. He didn't win though

Posted: Mon Mar 10, 2003 5:41 pm
by Munkey
:lol:

If he'd seen my Black Orcs performances he wouldn't be scared, none of them have Block yet and as most of the rest of the league does they spend a lot of time on their arses.

Posted: Mon Mar 10, 2003 5:48 pm
by grotemuis
they always do! He used a bit of psychology, most players fear st 4 players

Posted: Mon Mar 10, 2003 5:48 pm
by Marcus
I need to work harder at keeping my whole turn plan in my head before I move. The vast majority of mistakes I make are from moving a player up to make an assist and forgetting I needed him where he was as he was holding an important line. Sometimes you can get away with it but the best coaches will tear you apart for that. (Hi Lucy :))

I get a lot of stick from the guys in the league because I stare over the board for a long time before moving. Usually do my turns in time though because once I've thought everything out I move quickly, but it does drive them up the wall.

You kinda have to do it though because if you dont' know where every player is going to be at the end of your turn you're not playing your best possible game.

Posted: Mon Mar 10, 2003 5:51 pm
by Grumbledook
Yer i did that against darkson, worked out the best way to get a blitz on the baller carrier then moved a player in the way to get an assist on the frist block. Had to do the dodge 2 gfi route to get the blitz in instead.

Ah well the game was pretty much won at that point anyway ;]

Posted: Mon Mar 10, 2003 7:16 pm
by Artificial Penguin
OK guys here's one thing I have a REALLY hard time with:

How do you reconcile these two approaches:

1) assume that each roll is going to fail
2) move your guys that don't require rolls first

The problem I have is that usually there's one thing that needs to be determined in the turn, like a pass or a block or pick-up-the-ball. So I don't want to commit my other guys BEFORE this occurs, because what should I commit them to? Assume that the pass is going to fail? That means I'm not ready for it to succeed? Assume it's going to work? I won't be ready for the 1's or Skulls I'm about to roll :cry:

I know that this is a matter of studying each turn and trying to balance planning for failure with planning for success, but I find this is where I end up making mistakes...I'll plan for one outcome and the other happens.

Posted: Mon Mar 10, 2003 8:18 pm
by Grumbledook
weigh up which roll is most likely to fail and set your players up to best cover that, if its a pass will the pass or the catch failing put you in the wose posistion.

sometimes you just can't cover everything and you just have to make or break

Posted: Mon Mar 10, 2003 8:59 pm
by wesleytj
i need new dice