Worst. Advice. Ever.

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nazgob
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Re: Worst. Advice. Ever.

Post by nazgob »

thus my solution for dealing with claw/piling on/mighty blow.

only take elves.

av7 all around means that they have wasted a hole load of team value. :lol:

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Jimmy Fantastic
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Re: Worst. Advice. Ever.

Post by Jimmy Fantastic »

nazgob wrote:thus my solution for dealing with claw/piling on/mighty blow.

only take elves.

av7 all around means that they have wasted a hole load of team value. :lol:
Haha you certainly posted that in the right thread, and it came from Galak himself!

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Re: Worst. Advice. Ever.

Post by mattgslater »

That. TV is more valuable in this game than TR was from 3e (at least; that's how far back my knowledge goes) through LRB4. Lots of veteran coaches don't get that; even now, I'm still picking up on the subtleties of it in different environments.

* TV correlates to skill quantity and accessibility; TR did too, sort of, but generally correlated more to team experience. Powerful teams in fragile positions still boasted very high TR, but veteran teams will have a TV much more in line with the up-and-comers.

* In matchmaking formats where TV is considered, you need to be as competitive as possible against teams built to the same TV level as yours. TR, that was kind of true too, but not quite so much. If you could build everybody quickly, you'd punch above your weight until you got bloated and crashed, which would happen eventually because no #5 skill is worth the insane TR adds from a homegrown star. (Let's not get started on Aging, please.)

* In league formats, inducements go a long way toward leveling the playing field. In particular, some teams have "sweet spots" where the value of an inducement for or against them exceeds its cost, like Wizard vs. Norse, or Skaven with Fezglitch. Sometimes, new teams in perpetual format build with inducements in mind, perhaps taking one less TRR or "wishing on a star" as it were. Middling TV teams often perform very well as underdogs, because the first skills are usually the best. Rookies still often get clobbered unless they face other young teams early.

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Re: Worst. Advice. Ever.

Post by Smurf »

garion wrote:
Smurf wrote:Remember 2 Pass blockers are better, especially if you set them up correcty!

----|p-----p|----

The Pass blockers here can cover the entire width of the pitch. The effects of delaying action may allow for a better organised defence or for offense to cover these guys (hence give them leap hehehe).

:o :o :o :o :o :o :o :o :o :o
I have no idea what that is supposed to mean... Maybe it's 10 frustrated receivers waiting for a ball?

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Re: Worst. Advice. Ever.

Post by garion »

lol ;)

It was shock, that you would use two precious skills up on pass block :o

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Re: Worst. Advice. Ever.

Post by Carnis »

garion wrote:lol ;)

It was shock, that you would use two precious skills up on pass block :o
Awesome diagram though, maybe it gets the #1 vote now ? ;)

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Re: Worst. Advice. Ever.

Post by stashman »

For the Nerves of Steel and Pass Block choices:

I think it's great! What do you face at your clubs?

In our gaming community we have a slann player with Pass Block and its horrible to even try to pass the ball.

NOS is awesome on AG4 for both hand-offs and passes.

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Re: Worst. Advice. Ever.

Post by dines »

Stash> Well most teams should be able to bash slaan rather than trying to outscore them, but even if you need to pass, there is only one player you should be aware of. With proper positioning, that should be doable.

Regarding NOS I guess it really depends on your playstyle. Most proficient (fumbbl) coaches prefer to play quite conservatively and avoid passing the ball unless really nessecary, therefore a skill like NOS is a waste, especially if you take it on a double. You could have guard instead, which really is a gamechanger for an elven team.

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Re: Worst. Advice. Ever.

Post by stashman »

2 slann cathers with pass block and soon a third one :D

Not easy if you are getting desperate!

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Re: Worst. Advice. Ever.

Post by Joemanji »

Poor coaches like to pass more often. So poor coaches who play other poor coaches will see more value in Pass Block. Better coaches will see other ways to win games, but discouraging your opponent from passing is not something they will like to do IMO. I generally love it when my opponent passes, as it means they aren't caging, and so aren't controlling the clock or the pitch. This makes stallling difficult, so even if they score, the 2-1 should be on.

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Re: Worst. Advice. Ever.

Post by plasmoid »

On a side note it is sad that the game has come to this: 2-1 grind, lather, rinse, repeat :blue:

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Re: Worst. Advice. Ever.

Post by Joemanji »

Well, if you get it right, it should be 2-0. :wink:

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Re: Worst. Advice. Ever.

Post by RandomOracle »

plasmoid wrote:On a side note it is sad that the game has come to this: 2-1 grind, lather, rinse, repeat :blue:
There can be a lot of tactics, skill, and excitement involved in a 2-1 game or a game with a similar score line. Often much more so than in a 5-6 scorefest.

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Re: Worst. Advice. Ever.

Post by Smurf »

Depends on the teams... AV7s do not make good grinders.

The art of stealing possession is crucial, so scoring quickly means more time to steal possession.

Noramlly on the offence, you get a max of 4 dudes to hit. As turns progress you could have less to hit. Controlling pace depends on your game plan... I try to avoid 2-1 grinds, they are too risky and try and score from stealing possession.

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Re: Worst. Advice. Ever.

Post by mattgslater »

Joemanji wrote:Poor coaches like to pass more often. So poor coaches who play other poor coaches will see more value in Pass Block. Better coaches will see other ways to win games, but discouraging your opponent from passing is not something they will like to do IMO. I generally love it when my opponent passes, as it means they aren't caging, and so aren't controlling the clock or the pitch. This makes stallling difficult, so even if they score, the 2-1 should be on.
Depends on what you use the passes for. If you've secured the victory, you may start engineering QPs just to build. If you've crippled your opponent on T3 and want to start farming, you might throw the ball to get into the endzone and start running up the score. Often a game with a lot of Comps is a blowout, but you can't necessarily tell who won just by looking at the number of pass attempts, like you often can with Cas. Ints are probably an indicator; I'm 1-3 lifetime in games where I've thrown an Int. (I guess that's kind of the point, though; I've thrown four Ints in 14 years.)

Certainly, team race is a bigger variance than coaching skills. Good coaches with High Elves chuck the ball more often than bad coaches with Lizardmen. I mean, (35/36)^2 yields a 71/1296 chance of failure; certainly worse than just a handoff, but hardly the riskiest thing you'll do all game, and just about the easiest SPP mechanism of all time. In fact, one of the best ways to stall with an elf team is to draw the opponent one way, then redirect the ball the other way. EDIT: I just looked up the stats for my High Elves: exactly 4 comps/win, 3 comps/tie, 2 comps/loss (40/6/6, with a 10-2-3 record).

But yeah, throwing the ball somewhere that Pass Block might be useful is not generally a good sign. Certainly, poor coaches pass more than good ones do on the whole, a combination of the facts that passing to win is generally a loser, and that passing is generally a tactic for getting out of bad situations. Also, good coaches usually pass from a safe place to a safe place, and the PB player still has to get into position.

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