
What would make you a better coach?
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- Darkson
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- wesleytj
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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.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.
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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- Da Tulip Champ I
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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.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.
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What makes a good coach...
(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
(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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Smeborg the Fleshless
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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.Artificial Penguin wrote: 1) assume that each roll is going to fail
2) move your guys that don't require rolls first
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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Ian 'Double Skulls' Williams
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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.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....
Martyn
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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.
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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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.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.
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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Ian 'Double Skulls' Williams
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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
Lucy

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

Lucy

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

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- GalakStarscraper
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