What would make you a better coach?

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Darkson
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Post by Darkson »

Yeah, stopping using my NAF dice would probably help :roll:

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wesleytj
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Post by wesleytj »

Marcus wrote:I need to work harder at keeping my whole turn plan in my head before I move. The vast majority of mistakes I make are from moving a player up to make an assist and forgetting I needed him where he was as he was holding an important line. Sometimes you can get away with it but the best coaches will tear you apart for that. (Hi Lucy :))

I get a lot of stick from the guys in the league because I stare over the board for a long time before moving. Usually do my turns in time though because once I've thought everything out I move quickly, but it does drive them up the wall.

You kinda have to do it though because if you dont' know where every player is going to be at the end of your turn you're not playing your best possible game.
ah but usually you can work most of that out before it's your turn... while watching your opponent's turn and seeing what he's doing, you can usually figure out what you're doing before your turn starts, more or less.
it may take a few seconds when they're totally done to review and make sure your plan makes sense or whatever, but generally there's no need to sit there for 30seconds or more before you do anything.

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Post by Dave »

I think a good coach can look at his mistakes and learn!

Or look at how he was beaten (it happens) and learn!

Loaded dice do help indeed btw :lol:

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Post by Marcus »

wesleytj wrote: ah but usually you can work most of that out before it's your turn... while watching your opponent's turn and seeing what he's doing, you can usually figure out what you're doing before your turn starts, more or less.
The better the opponent the more likely that is to be "less" rather than "more". Good coaches don't telegraph their plays, and they make all their safe moves first so the actual play of the ball is last in the turn, that's usually what your whole turn is contingent on.

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Post by Grumbledook »

Dave wrote:Loaded dice do help indeed btw :lol:
knew there was an explanation to how you beat me!

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What makes a good coach...

Post by Smeborg »

(1) Always score on your own receive.

(2) Always score on your opponent's receive.

(3) Always learn from your mistakes (minor mistakes are just as likely as obvious blunders to lose games).

The game is about Touchdowns. You must have the mindset that you will score, whether kicking or receiving. Even when you are losing in the match, or facing a strong roster, or have fewer men on the pitch than your opponent, you must be psyched up and have the will to win. Without this you will not do so - the mental approach is even more important than tactics. Never say die.

Within this mindset, you simply play in the way most likely to score.

It helps to have a plan for the game, and you must have a plan for each drive (how else can you set up?), but plans often go wrong. Like a good general, you need to be unfazed by this.

Hope this helps.

Cheers

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Post by Marcus »

Well said that man.

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Post by Dave »

Grumb:

And that's only the 'normal' GW loaded dice that come with the box !!

They change number from time to time. All I manage right now is 7 ones in ten dice rolls. That really buggeres up any game plan.

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Post by DoubleSkulls »

Artificial Penguin wrote: 1) assume that each roll is going to fail
2) move your guys that don't require rolls first
Well it depends on the situation. You can't presume you are going to fail every roll - I mean how many 2 dice blocks with a TRR in hand - actually result in a turnover? So you have to balance the risk of an action against the benefit of performing it now.

Also there is rarely such a thing as a risk free play. Only when you cage is under no pressure and can move without blitzing do you have a risk free play.

Say you have a cage and a couple of players are tied up in TZs so you can't move until they are freed. First of all free up the players to form the new cage - then move the ball carrier and free players to the new cage. Even if you turnover freeing up a player and now your ball carrier can get hit at least he's stuck in the middle of your cage so with some luck your opponent wont be able to exploit the advantage. If you'd moved your ball carrier 1st and left him in the open your price of failure would probably be much higher.

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Post by martynq »

ianwilliams wrote:Say you have a cage and a couple of players are tied up in TZs so you can't move until they are freed....
OK, that made a lot of sense. What do you do if virtually all your players are in TZs? That's the situation I usually end up in... then there are almost no safe moves.

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Post by Marcus »

Step 1: Work out where you want to be, either with the ball secure or with your opponent out of possession

Step 2: Work out which players have the best chance of making this happen, this will usually involve getting your turnover specialist in place or your best ballcarrier downfield.

Use 2 die blocks to free up players, use your blitz if you don't need it later in the turn. Dodge with your dodging players away from players without tackle, good chance of success.

Step 3: Reposition your players so that key players you'll need next turn are behind a screen, keep expendible players in between the opponent and your key players, this will ensure they can't just walk up and man mark everyone.

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Post by DoubleSkulls »

martynq wrote:OK, that made a lot of sense. What do you do if virtually all your players are in TZs? That's the situation I usually end up in... then there are almost no safe moves.
Well thats where it gets hard. What you really want to start off with is a safe block (ideally 2 dice with Block) - this would either set up another 2 dice block or free a player who can then move/blitz to free up more players.

If you don't have any safe blocks then look for the 2+ dodges with rerolls to set up the chain of blocks that will free up your other players. The more risky your first move the better your opponent has done.

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Post by Princelucianus »

Try this,

Before you play a match.

"Gather a 10 spoons of your own blood. Poor the blood over your best performing BB miniature. Randomly place 9 candles around the figure (in a way that Borak would do it). Light those candles. Play satanworshipping music. Chant a hymn about Nuffle".

Your NAF rating will increase without the need to know what's going on. Works fine for me. Except that my girlfriend donates the blood :D

Lucy
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Post by Redfang »

Princelucianus wrote:Except that my girlfriend donates the blood
I don't think I want to know where she gets it from... :puke:

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Post by GalakStarscraper »

wesleytj wrote:i need new dice
Amen ... I have sound tactics ... now if I could just roll normal odds on the dice .. life would be grand ... :lol:

Galak

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