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Retiring players/ Managing TR.
Posted: Wed Dec 04, 2002 9:05 am
by Rogerg1979
Ok guys some advice, How many players should you have on a team?
In my current league (Which is played today), my Delf team is streamrollering all before me, is unbeaten in 10 games and has a huge TR of 246 (80 ahead of the next highest TR).
My problem, how do I stop people getting so many handicaps against me? My thought was to fire some people who don't get on the pitch regularily, but how many? Have 12 players? 13?
It has to be noted that with an apothecary who can be used 3 times a game, having people out hasen't been a huge problem as yet!
For anybody whose interested my team can be found
here
EDIT: Sorting out wrong link! sorry
Posted: Wed Dec 04, 2002 9:07 am
by Grumbledook
Is that apoth a house rules becuase normally they can only be used once per match in the official rules.
Posted: Wed Dec 04, 2002 9:13 am
by Rogerg1979
oops sorry, yeah it is.
Any body looking at my roster will see some large inconsisancies, these are due to the large number of house rules we play with (Forgot to mention this before cos was pleased getting url to work!).
Gk.
Posted: Wed Dec 04, 2002 9:46 am
by D'Arquebus
I would say go for the whole 16. This does significantly raise your rating but it helps with attrition. However, make the players specialists in their field, ie offence and defence. Then they will get on more frequently and be worthy of the rating they add to the team.
I have only recently come away from playing Delfs myself, so you'll understand that they following advice was learned the hard way. You know how easy it is to score with the position players, well don't! Score with some linemen and develop them as alternative scorers or more likely defenders. Some pass blockers, diving tacklers, shadowers etc. These people then replace some of the outright scorers in the team on defence. The overall aim of this is to have people sitting on the bench because it is not their drive rather then they are not well advanced. Otherwise, when casualties roll in your team will only become weaker and weaker as the the benchies replace the "good" players.
The downside of this tactic is you'll be playing with a weaken team on drives to develop the newbies into useful people. But persevere, it will pay off in the end.
So go for all 16, but do not be afraid to sack some in the interum if they are not working out. This strengthens the focus of the team and will allow the other teams' ratings to catch up some.
Posted: Wed Dec 04, 2002 11:59 am
by martynq
Are you using any aging system? If not, it's no wonder that your team is so developed.
Cheers,
Martyn
Posted: Wed Dec 04, 2002 12:01 pm
by Rogerg1979
Yup, just the one straight out of the book, and the random events table can do some pretty horrible things to your players (Miss 2 games and continue to miss till you pay 40k anyone?) But have been really lucky with my dice rolls, throughout the entire league in fact!
Gk.