Getting back to FUMBBL after a hiatus
Posted: Sat Jul 23, 2011 6:27 pm
My TT group needs a cool-down period, but I'm still itching for BB. So I went onto FUMBBL a couple days ago, and played a pretty good game against a newer opponent, showed him the ropes, got my team healthy, got really close to a new round of skill-ups. Here's where I'm at...
http://fumbbl.com/FUMBBL.php?page=team& ... _id=647242
1) I'm getting close to the level where I'll start seeing lots of Clawpombs. It's ranked, so most killer teams keep it to just a couple guys rather than going crazy like they do in the Box, but there's lots of it anyway. My strategy for coping with it is to present an impenetrable front with such an insane amount of Guard/Block/MB/SS/ST that there's little hope for a positive resolution in any kind of blocking war. Against bash teams, I fully intend to average 75 blocks per match. My plan is to build right up to the SE threshold and stay there with cuts.
I had resolved before the last game to cut my #2 Thrower, but he was actually really useful in that game, and reviewing my previous games a lot of the problems I'd been having with my #2 Thrower were just crazy distribution, like bad Cas ratios against, and a horrific but not repeatable 2-for-7 rate on QPs. None of that is predictable, and sure enough, he had a great game this week. The Troll was another option to cut, as he hasn't been earning SPPs. But he's just so... so... useful. And when he does improve, he'll make the team better. The #2 lino is an option, but he's got 3 SPP already, and if he skills he'll be a good rotational player. I kept the extra TRR because it's Ranked and I can pick/choose a little for the next match. What I think I'm going to do is, when I hit SE 10k, I'll cut a TRR or a player. If a Lino or Thrower dies, I won't replace him. When I can no longer stay under 1.9M, even with 12 men and 3 TRRs, I'll hire 3 Gobs to stand on the LOS against the most homicidal opposition, so really I have two D-lines on a 15-man squad.
2) I know what skills I want to build for, but I'm not exactly sure where I want to put them and how. I used all my toolbox skills on Side Step and +MA; I have no Tackle, no Frenzy, no Grab, and not enough positioning skills to fake it without them. But who gets what?
My plan:
Throwers: Aarkhag is The Man. KOR/Block/Acc Thrower makes a huge difference. Next up: Fend, or Dodge on doubles, or whatever stats I can get my hands on. If the rookie, Blargmarkh, succeeds, he'll get Block, Leader, Fend. If he fails, he won't be replaced.
Blockers: All my Blockers have Block. Drognarkh has Guard and is about to skill again. MB, Grab, or Stand Firm? I lean to MB, but I'm really looking forward to getting a Grab guy. Fnorgrerm, who also has Guard, is not close to skilling, and his decision will be driven by situation and by Drognarkh. Either gets Side Step on doubles.
Crogthnakk has Side Step, and is a denial machine. He's had the good fortune of being an MVP hog, so he only needs 8 SPP. So many skills to pick... if I want him to skill again, I should get him MB, no? But he'd be such a fun target for Guard or Grab, and ST4/Fend/Block/SS basically says "don't block me!" Eshmrogrokhgrag just has Block, but he's only 6 SPP away. I'm tempted to give him Mighty Blow, but if nobody else is getting Grab....
Blitzers: Garkherl (#7) has SS, and will get Tackle next, then MB, then I'm torn between Pro and Fend. On doubles, Dodge makes him Super-Annoying-Man, but means I need to keep Tacklers off him. I have an answer for that, if I take the Goblin route; otherwise, would I be better off ignoring doubles at 16 and 31, and just taking the skill track?
The other 3 Blitzers all have MB already. Horkadakk (#8) and Irigiorg (#9; they're alphanumerical) are about to improve; #9 has Guard already. I'm thinking that Horkadakk gets Tackle and Irigjorg gets Stand Firm, or that Irigjorg gets Tackle and Horkadakk gets Guard. Jarromrolrg (#10) has +MA, and isn't close to skilling. I'm thinking Jarromrolrg will get Tackle if he skills before I get Tackle on 8 or 9 (so they can both go MB-G-SF), and otherwise, uhh, I'm not sure. He does it all... Piling On? Fend? Pro? Juggernaut? Frenzy? Guard? Stand Firm? Doubles on Horkadakk or Jarromrolrg becomes Jump Up; Irigiorg would take Dodge.
Linemen: I was thinking I'd get Frenzy for Mruagrokh, followed by Tackle. But if he skills quickly, it'll be Tackle, so I can focus on S skills for the Blitzers. In that case, he'll follow Tackle with Pro or Frenzy, dictated really by whether I have two Frenzy players by then. Mighty Blow on doubles; the key with this team is to maximize the upside of my natural overblocking tendencies by staying in position and getting top dollar for my knockdowns. Narnargmogh will get Wrestle, then Dirty Player, or may just get cut if he doesn't double for Dodge (should I go the Goblin route). If he gets Wrestle, and I keep him, and then he doubles, he gets Mighty Blow.
Troll: Karkagragraghkkh will be a Troll like any other: he shuts out routes and gets stuck into the action. Guard and SF are the only priorities. Block on doubles, Pro on second doubles. No stats, ever, not even +ST, except after two doubles.
So the questions are:
1) Who gets Tackle, besides Garkherl?
a) Horkadakk. Tackle can't wait.
b) Irigiorg. Horkadakk needs Guard.
c) Jarromrolrg. Tackle CAN wait... for the right player!
d) Mruagrokh. Wrackle it up!
2) Crogthnakk gets...
a) Guard. Can't have enough, and Block/SS/Guard/ST4 is a good combo.
b) Fend. You think he eats space NOW....
c) Grab. Shall we dance?
d) MB. Can't have enough, and could accelerate him into the next skill.
e) Frenzy. Rule them sidelines with an iron fist!
3) Who gets Grab?
a) Crogthnakk. 2c, above.
b) Drognarkh. He'll soon come off the LOS anyway.
c) Eshmrokghrag. Drognarkh is too valuable and needs MB to skill faster.
4) Narnargmogh skills. What to do?
a) Dirty Player, MB on doubles. Get full value for your extra body!
b) Block or Wrestle, MB on doubles. Make him useful.
c) Cut unless he doubles for Dodge or gets a stat. Get ready to clawproof the LOS.
http://fumbbl.com/FUMBBL.php?page=team& ... _id=647242
1) I'm getting close to the level where I'll start seeing lots of Clawpombs. It's ranked, so most killer teams keep it to just a couple guys rather than going crazy like they do in the Box, but there's lots of it anyway. My strategy for coping with it is to present an impenetrable front with such an insane amount of Guard/Block/MB/SS/ST that there's little hope for a positive resolution in any kind of blocking war. Against bash teams, I fully intend to average 75 blocks per match. My plan is to build right up to the SE threshold and stay there with cuts.
I had resolved before the last game to cut my #2 Thrower, but he was actually really useful in that game, and reviewing my previous games a lot of the problems I'd been having with my #2 Thrower were just crazy distribution, like bad Cas ratios against, and a horrific but not repeatable 2-for-7 rate on QPs. None of that is predictable, and sure enough, he had a great game this week. The Troll was another option to cut, as he hasn't been earning SPPs. But he's just so... so... useful. And when he does improve, he'll make the team better. The #2 lino is an option, but he's got 3 SPP already, and if he skills he'll be a good rotational player. I kept the extra TRR because it's Ranked and I can pick/choose a little for the next match. What I think I'm going to do is, when I hit SE 10k, I'll cut a TRR or a player. If a Lino or Thrower dies, I won't replace him. When I can no longer stay under 1.9M, even with 12 men and 3 TRRs, I'll hire 3 Gobs to stand on the LOS against the most homicidal opposition, so really I have two D-lines on a 15-man squad.
2) I know what skills I want to build for, but I'm not exactly sure where I want to put them and how. I used all my toolbox skills on Side Step and +MA; I have no Tackle, no Frenzy, no Grab, and not enough positioning skills to fake it without them. But who gets what?
My plan:
Throwers: Aarkhag is The Man. KOR/Block/Acc Thrower makes a huge difference. Next up: Fend, or Dodge on doubles, or whatever stats I can get my hands on. If the rookie, Blargmarkh, succeeds, he'll get Block, Leader, Fend. If he fails, he won't be replaced.
Blockers: All my Blockers have Block. Drognarkh has Guard and is about to skill again. MB, Grab, or Stand Firm? I lean to MB, but I'm really looking forward to getting a Grab guy. Fnorgrerm, who also has Guard, is not close to skilling, and his decision will be driven by situation and by Drognarkh. Either gets Side Step on doubles.
Crogthnakk has Side Step, and is a denial machine. He's had the good fortune of being an MVP hog, so he only needs 8 SPP. So many skills to pick... if I want him to skill again, I should get him MB, no? But he'd be such a fun target for Guard or Grab, and ST4/Fend/Block/SS basically says "don't block me!" Eshmrogrokhgrag just has Block, but he's only 6 SPP away. I'm tempted to give him Mighty Blow, but if nobody else is getting Grab....
Blitzers: Garkherl (#7) has SS, and will get Tackle next, then MB, then I'm torn between Pro and Fend. On doubles, Dodge makes him Super-Annoying-Man, but means I need to keep Tacklers off him. I have an answer for that, if I take the Goblin route; otherwise, would I be better off ignoring doubles at 16 and 31, and just taking the skill track?
The other 3 Blitzers all have MB already. Horkadakk (#8) and Irigiorg (#9; they're alphanumerical) are about to improve; #9 has Guard already. I'm thinking that Horkadakk gets Tackle and Irigjorg gets Stand Firm, or that Irigjorg gets Tackle and Horkadakk gets Guard. Jarromrolrg (#10) has +MA, and isn't close to skilling. I'm thinking Jarromrolrg will get Tackle if he skills before I get Tackle on 8 or 9 (so they can both go MB-G-SF), and otherwise, uhh, I'm not sure. He does it all... Piling On? Fend? Pro? Juggernaut? Frenzy? Guard? Stand Firm? Doubles on Horkadakk or Jarromrolrg becomes Jump Up; Irigiorg would take Dodge.
Linemen: I was thinking I'd get Frenzy for Mruagrokh, followed by Tackle. But if he skills quickly, it'll be Tackle, so I can focus on S skills for the Blitzers. In that case, he'll follow Tackle with Pro or Frenzy, dictated really by whether I have two Frenzy players by then. Mighty Blow on doubles; the key with this team is to maximize the upside of my natural overblocking tendencies by staying in position and getting top dollar for my knockdowns. Narnargmogh will get Wrestle, then Dirty Player, or may just get cut if he doesn't double for Dodge (should I go the Goblin route). If he gets Wrestle, and I keep him, and then he doubles, he gets Mighty Blow.
Troll: Karkagragraghkkh will be a Troll like any other: he shuts out routes and gets stuck into the action. Guard and SF are the only priorities. Block on doubles, Pro on second doubles. No stats, ever, not even +ST, except after two doubles.
So the questions are:
1) Who gets Tackle, besides Garkherl?
a) Horkadakk. Tackle can't wait.
b) Irigiorg. Horkadakk needs Guard.
c) Jarromrolrg. Tackle CAN wait... for the right player!
d) Mruagrokh. Wrackle it up!
2) Crogthnakk gets...
a) Guard. Can't have enough, and Block/SS/Guard/ST4 is a good combo.
b) Fend. You think he eats space NOW....
c) Grab. Shall we dance?
d) MB. Can't have enough, and could accelerate him into the next skill.
e) Frenzy. Rule them sidelines with an iron fist!
3) Who gets Grab?
a) Crogthnakk. 2c, above.
b) Drognarkh. He'll soon come off the LOS anyway.
c) Eshmrokghrag. Drognarkh is too valuable and needs MB to skill faster.
4) Narnargmogh skills. What to do?
a) Dirty Player, MB on doubles. Get full value for your extra body!
b) Block or Wrestle, MB on doubles. Make him useful.
c) Cut unless he doubles for Dodge or gets a stat. Get ready to clawproof the LOS.