
The art of stealing possession is crucial, so scoring quickly means more time to steal possession.
The art of stealing possession is crucial, so scoring quickly means more time to steal possession.
On defense, I think he's right. Stalling carries its own hazards, and scoring is sort of a "save game" that says, "I'm not losing this half," for whatever that's worth. That value is the variable. If you can take the ball away and score on T3, you should score, rinse, repeat unless you think it's safe to stall. If your opponent is starting to lock you down when you get control of the ball on defense, score! Otherwise, you might stall until you think the opponent probably won't score, which could be T5 or T8, depending on how the game is going and how well the other side's hurry-up game works.Aliboon wrote:Going back to the point of the thread, I think Smurf's come up with another![]()
The art of stealing possession is crucial, so scoring quickly means more time to steal possession.
smurf on wood elf stat increases -Wood Elves... no re-rolls because they mess with your zen style
AG: All, but no more than AG5, it allows you to drift through tackle zones
ST: I’m going to go really against the grain here and say take the double,
remember the Parkour style; you can benefit the team with Guard rather than
a single player with a ST increase. Plus it keeps your Team Value down
I did the same with my other FUMBBL teams, too, but found no correlation. My Orcs (6-2-6) have 9-5-9 comps, noticeably more with ties than Ws or Ls, but given the sample size there's nothing really to say about that. If it persists, I might attribute it to being more likely to throw late in the match with the game on the line. It might also have to do with a close game with my Thrower in the match. I have 2 comps in each of my two 2-point losses and 7 comps over my two big wins, so I may chuck it more in close losses (1.25 comps/1-point loss) than in close wins (0.5 comps/1-point win), which makes sense with a control team. Again, once broken down that small, I don't have much of a sample going on there. My Undead have one Comp (late in a blowout win) over nine games, 'cause, well, they're Undead.mattgslater wrote: 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).
There's the rub.Smurf wrote:Now if you start thinking outside the box and coming up with crazy ideas and they work...
So how would having Pass Block help here?mattgslater wrote:Depends on what you use the passes for. If you've secured the victory, you may start engineering QPs just to build.Joemanji wrote:Poor coaches like to pass more often. ...
Read the rest of the post, and you'll see that I'm quibbling with your statement, not disagreeing with your larger point about Pass Block.Joemanji wrote:So how would having Pass Block help here?mattgslater wrote:Depends on what you use the passes for. If you've secured the victory, you may start engineering QPs just to build.Joemanji wrote:Poor coaches like to pass more often. ...
Smurf wrote:Garion, I'll let you know that my WE tactics has so far one approval... I wish the coach well and hope he gives me more approvals
The point is you sit down and the psyche out begins. How does that coach play, can I beat it... if you play like many other coaches then chances are you will be familiar to other coaches. Now if you start thinking outside the box and coming up with crazy ideas and they work - that's different. Of course you could say, oh that's not optimal but isn't optimal rated by how many times you win rather than skill use/player value.
There should be a separate subforum devoted entirely to Nurgle.mattgslater wrote:Hey, here's an interesting test question for Nurgle coaches: how often does Disturbing Presence modify a die roll? What percentage of those rolls are handoffs?
A thread with 994 posts is not enoughWanchor wrote:There should be a separate subforum devoted entirely to Nurgle.
I would agree with these assessments. D-Pres is a skill like (ahem) P-Block, which can have a heavy indirect influence on your opponent's play. The main idea in practical play is to use D-Pres (and tackle zones) to present your opponent with a set of options for moving the ball that all appear equally bad. As the drive progresses, you aim to tighten the screws even further, so that the odds for moving the ball get worse. If your opponent is unable to run the ball in, he will eventually (through actual or psychological pressure) move the ball at "bad" odds (say more than 1 in 3 chance of a turnover, perhaps much worse). These odds can be compounded by the effects of Tentacles and/or Foul Appearance (for example by consuming a re-roll early in the turn before the ball is moved).Wanchor wrote:Obviously, it depends on the team in question, but most who need or want to move the ball over long distances quickly will spend a lot of time trying to figure out the best way to navigate the maze of Disturbing Presence. That being said, most of the time, the hand-off is modified because I've locked down a 2 STR piece with my Beast and there's no chance of him fighting loose or dodging away without a series of unlikely dodge and tentacle rolls.
I've found that the way Disturbing Presence affects die rolls is indirectly, as a coach will often choose a crappy roll over an even crappier, DP-laden roll, which can often involve Going for It. No coach worth their salt is just going to look at the web of Disturbing Presence and say, "Screw it, I'll take the -3" unless they were really, really desperate. This actually happened two games ago; my Slann opponent, feeling doomed with his situation, attempted to pass knowing that he needed a six both to throw straight and catch. With a re-roll on both rolls, likelihood of success was, what, about about 30%? I think part of him was just hoping to fumble it away from my scary mass of Stand Firm.
Deathwing wrote:Somebody back in the day on the old BB Central forum recommended that all your team colour schemes should be green and/or red on the basis that a lone figure could often be overlooked and it's surprising how many people are colourblind. Genius tactical advice!