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Re: Looking to get more betterer...

Posted: Thu Sep 28, 2017 12:55 pm
by Jip
nazgob wrote:Or, if you can choose to score or foul, what do you do? nightwing knows....
I've been on the receiving end of this moral dilemma and he cowardly elected to score instead of fouling! :lol:

Okay, so I've seen (and heard, the Orca-Cola Podcast is a really good resource for race ideas, shame it finished too early) a few mentions of 'forcing' teams to score. Any suggestions?

If I leave a gap for them to run through, they can just stall out and if I try to bully them, they end up committing to the bash and stalling, anyway. The only way I've managed so far is through attrition, which isn't always guaranteed.

As a starting point for reference, I'm typically playing AG3 teams; Humans, Norse and (other that AG2 Longbeards) Dwarfs, so far.

Re: Looking to get more betterer...

Posted: Fri Sep 29, 2017 10:39 am
by lunchmoney
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Re: Looking to get more betterer...

Posted: Fri Sep 29, 2017 1:11 pm
by frogboy
You should probally start by knowing what the expected score will be for all the matchups for the race you are playing.
Once you know that and have read you oppenents mind and know what plans they might have you will be better poised to strike and disrupt them.

To get better you got to have other coaches willing to improve. And by improve i mean getting more proficient at winning. But thats not everyones cup of tea.

Maybe set up a regular workshop in your local area, where you play to win at all costs. You dont have to play 16 turns. Switch oppenents around. Try new stuff.

Also Jedi mind tricks...

Re: Looking to get more betterer...

Posted: Sat Sep 30, 2017 5:46 am
by Heff
1 Do things in the right order. Important to Unimportant, Low risk to high risk. So do the free (as in none dice) things first.
2 Stop! Consider what I need to do this turn. Then refer to rule 1
3 Where is the game focussed. Generally this will be where the ball is. Rookie players will waste their blitz trying to surf that zombie while the ball is WAAAYYY over there with the ghoul.
4 Try to "Read" the board. Where is this game going? Do I like that, can I change it.
5 SLOW DOWN Don't score in 3 if you can in 4 , 5 is better, 6, 7, 8 is best.
6 Sometimes You HAVE to score NOW.
7 Learn When and HOW and Who to foul. Had a guy online once spend 3 turns trying to foul a Flesh Golem off the pitch. An AV9 Thick Skull Piece that moves 4. Used 5 of his team and the best he did was a stun. While he is doing that I am camped on his line running down the clock and having a claw fest on the 6 poor saps he had left behind. Foul is high risk and so ONLY do it when it moves your plan forward. With Flings that will be EVERY TURN, with elves it may well be never.

Play a solid team first, I always say Zons because they sit in the middle. then a bash team (orcs or undead) then a dash team (something elfy) Then FLINGS.
Flings will lose a LOT but they will teach you how to PLAN FOR FAILURE, which is the most important rule. Look at what you are about to do and say "if this fails now? is that ok" The best players mitigate bad luck, the worst players ride good luck - then look up at you after this slew of improbability and say "Skill".

Re: Looking to get more betterer...

Posted: Sun Oct 01, 2017 11:16 am
by dreamscreator
Heff wrote:Then FLINGS.
Flings will lose a LOT but they will teach you how to PLAN FOR FAILURE, which is the most important rule. Look at what you are about to do and say "if this fails now? is that ok" The best players mitigate bad luck, the worst players ride good luck - then look up at you after this slew of improbability and say "Skill".
Or Goblins. I have learn more losing with goblins that winning with orcs. Once you learn to defence with two trolls and five goblins you will learn to defence with any team.

Re: Looking to get more betterer...

Posted: Sun Oct 01, 2017 8:31 pm
by Joemanji
Jip wrote:... so I've given that a swerve and brought it to the more sensible (!) TFF forum, instead!
This is only true relatively.

The single easiest way to get better is to watch FUMBBL replays. Load one up, put it on fast speed and just run it through in a couple of minutes to see the pattern of play. Then if you think "hang on how did they get over there?" you can pause the game or go back, search for the individual decisions and dice rolls.

'Pattern Of Play' is a key concept I have just made up and will now pretend has always been called that. :wink: But it is helpful to understand strategic rather than tactical play (the former being the more important for high level play).

Re: Looking to get more betterer...

Posted: Sun Oct 01, 2017 8:53 pm
by frogboy
Joemanji wrote:
Jip wrote:... so I've given that a swerve and brought it to the more sensible (!) TFF forum, instead!
This is only true relatively.

The single easiest way to get better is to watch FUMBBL replays. Load one up...
One of mine would probally be a good start lol :lol:

Naaat

Re: Looking to get more betterer...

Posted: Sun Oct 01, 2017 11:59 pm
by harvestmouse
"Help, I am being overly stalled on as the defender!" Is a relative complaint.

Are you being overly stalled on?
Is it actually that all aspects of your play are a bit weak and you are seeing this as it's a bit of an ugly mechanic?

I think again, generally getting better will help here. FUMBBL replays or FUMBBL (Cyanide works just as well) games and then working up your level until you understand intricate play of watching a joemanji (for example as a top coach) replay.

There are things you can do to prevent being stalled on/against. Some depend on the race or style you play. Sometimes there's absolutely nothing you can do, and need to accept it. The most common fault of being stalled on/against is playing too far forward. By not having that one guy a little deeper and then another to anchor him/her to the rest of the team. However, there are situations where you shouldn't do that.

Like all of BB it's situational and like learning grammar, there are no shortcuts. You need to learn the game as a whole round ball.

A viable tactic for instance is to allow the stall and then go for a one big crazy turn 8 steal. A certain TD against, turns into a chance of preventing it by giving the opponent the feeling you have given up on the half.