Fouling and turn 2
Posted: Tue Dec 16, 2014 5:46 pm
I was thinking about fouling and BB strategy the other day.
Presuming both teams have set up well, on turn 1 there are limits to what you can do - though a blitz or pitch invasion can change things. The defense, especially, should be making its better players hard to hit and even harder to get a good foul on. Yes you could foul line fodder but that is generally inefficient.
So when approaching a fouling strategy it is more likely turn 2 that either side will get its first real opportunity for a good foul.
At this point the defense will have reacted, and on the offensive side you might now have a better player isolated, and the same is true for the defense once their turn starts.
But why turn 2 and not say turn 5?
Because the significant risk of being thrown out AND the loss of position for a good foul usually costs more the later it is in a half.
The first part is easy to define, 1/6 for no armor break and 11/36 if you do. If you foul out you lose that player for the rest of the game and are down a man for the half. In most cases though your goal is to trade a low value player (lineman+DP) for a high value player so that the stats work out in your favor even if you do get thrown out (eg you lose that human lineman with DP at 70K for a KO on that 190K orc blitzer). For this part the risk and reward are closely matched - you get thrown out on T2 and your target gets KO'd/CAS'd on T2.
But positioning is often under looked. To get a decent foul you have to commit enough players to knock your target down and then reduce the target's armor to a reasonable value (the lower the better, but I try to get to the point where a 7+ without using DP is enough. Depending on the target that can mean 1-3 assists, and then someone to foul with. If you are investing 5 players to blitz/foul the target those are five players that are generally not available to either move the offense forward or position to stop the offense.
From the offense's perspective this might be ok - often you are just getting to the line of scrimmage anyway on T2, and for the defense forcing your opponent to score fast is the second best thing to stopping them. Giving up potential positioning is usually much worse as time goes on. Consider T7, for example, where the offense MUST get players into scoring position.
Thoughts?
Presuming both teams have set up well, on turn 1 there are limits to what you can do - though a blitz or pitch invasion can change things. The defense, especially, should be making its better players hard to hit and even harder to get a good foul on. Yes you could foul line fodder but that is generally inefficient.
So when approaching a fouling strategy it is more likely turn 2 that either side will get its first real opportunity for a good foul.
At this point the defense will have reacted, and on the offensive side you might now have a better player isolated, and the same is true for the defense once their turn starts.
But why turn 2 and not say turn 5?
Because the significant risk of being thrown out AND the loss of position for a good foul usually costs more the later it is in a half.
The first part is easy to define, 1/6 for no armor break and 11/36 if you do. If you foul out you lose that player for the rest of the game and are down a man for the half. In most cases though your goal is to trade a low value player (lineman+DP) for a high value player so that the stats work out in your favor even if you do get thrown out (eg you lose that human lineman with DP at 70K for a KO on that 190K orc blitzer). For this part the risk and reward are closely matched - you get thrown out on T2 and your target gets KO'd/CAS'd on T2.
But positioning is often under looked. To get a decent foul you have to commit enough players to knock your target down and then reduce the target's armor to a reasonable value (the lower the better, but I try to get to the point where a 7+ without using DP is enough. Depending on the target that can mean 1-3 assists, and then someone to foul with. If you are investing 5 players to blitz/foul the target those are five players that are generally not available to either move the offense forward or position to stop the offense.
From the offense's perspective this might be ok - often you are just getting to the line of scrimmage anyway on T2, and for the defense forcing your opponent to score fast is the second best thing to stopping them. Giving up potential positioning is usually much worse as time goes on. Consider T7, for example, where the offense MUST get players into scoring position.
Thoughts?