Retiring players/ Managing TR.

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

Post Reply
Rogerg1979
Experienced
Experienced
Posts: 76
Joined: Thu Nov 28, 2002 1:37 pm
Location: Stirling, Scotland
Contact:

Retiring players/ Managing TR.

Post by Rogerg1979 »

Ok guys some advice, How many players should you have on a team?

In my current league (Which is played today), my Delf team is streamrollering all before me, is unbeaten in 10 games and has a huge TR of 246 (80 ahead of the next highest TR).

My problem, how do I stop people getting so many handicaps against me? My thought was to fire some people who don't get on the pitch regularily, but how many? Have 12 players? 13?

It has to be noted that with an apothecary who can be used 3 times a game, having people out hasen't been a huge problem as yet!


For anybody whose interested my team can be found here

EDIT: Sorting out wrong link! sorry

Reason: ''
Heeeyyyy sexy mamma.... Wanna kill all the humans? ;-)
User avatar
Grumbledook
Boy Band Member
Posts: 10713
Joined: Sat Sep 21, 2002 6:53 pm
Location: London Town

Post by Grumbledook »

Is that apoth a house rules becuase normally they can only be used once per match in the official rules.

Reason: ''
Rogerg1979
Experienced
Experienced
Posts: 76
Joined: Thu Nov 28, 2002 1:37 pm
Location: Stirling, Scotland
Contact:

Post by Rogerg1979 »

oops sorry, yeah it is.

Any body looking at my roster will see some large inconsisancies, these are due to the large number of house rules we play with (Forgot to mention this before cos was pleased getting url to work!).

Gk.

Reason: ''
Heeeyyyy sexy mamma.... Wanna kill all the humans? ;-)
D'Arquebus
Experienced
Experienced
Posts: 130
Joined: Mon Nov 25, 2002 11:22 pm
Location: Sydney, Australia
Contact:

Post by D'Arquebus »

I would say go for the whole 16. This does significantly raise your rating but it helps with attrition. However, make the players specialists in their field, ie offence and defence. Then they will get on more frequently and be worthy of the rating they add to the team.

I have only recently come away from playing Delfs myself, so you'll understand that they following advice was learned the hard way. You know how easy it is to score with the position players, well don't! Score with some linemen and develop them as alternative scorers or more likely defenders. Some pass blockers, diving tacklers, shadowers etc. These people then replace some of the outright scorers in the team on defence. The overall aim of this is to have people sitting on the bench because it is not their drive rather then they are not well advanced. Otherwise, when casualties roll in your team will only become weaker and weaker as the the benchies replace the "good" players.

The downside of this tactic is you'll be playing with a weaken team on drives to develop the newbies into useful people. But persevere, it will pay off in the end.

So go for all 16, but do not be afraid to sack some in the interum if they are not working out. This strengthens the focus of the team and will allow the other teams' ratings to catch up some.

Reason: ''
martynq
Super Star
Super Star
Posts: 1251
Joined: Thu May 02, 2002 11:21 am
Location: Cupar, Fife, Scotland

Post by martynq »

Are you using any aging system? If not, it's no wonder that your team is so developed.

Cheers,
Martyn

Reason: ''
Rogerg1979
Experienced
Experienced
Posts: 76
Joined: Thu Nov 28, 2002 1:37 pm
Location: Stirling, Scotland
Contact:

Post by Rogerg1979 »

Yup, just the one straight out of the book, and the random events table can do some pretty horrible things to your players (Miss 2 games and continue to miss till you pay 40k anyone?) But have been really lucky with my dice rolls, throughout the entire league in fact!

Gk.

Reason: ''
Heeeyyyy sexy mamma.... Wanna kill all the humans? ;-)
Post Reply