Preseason Orcs -- need advice
Posted: Thu Apr 02, 2009 3:47 pm
We had a big shift in our coaching pool, and so we're beginning a fresh season without some of our veterans and with some new blood. This means bringing a bunch of people up to familiarity for a season, and so I've designed a "preseason" mechanic to help them build a concept of how the game plays and figure out what team(s) are right for them, and to weed out the flakes.
Each coach plays up to three games with any team race, starting at 1M. Models in the preseason need not be painted (in the regular season, a team must be painted or in progress and clearly progressing; in the postseason, a team must be painted), and in the first two matches only proxy models may be used with opponent's approval, so long as each model is clearly identifiable, numbered, and "seems" appropriate (not necessarily accurate) to the opposing coach (this is so new coaches can learn the difference between different rosters without shelling out a bunch of $). After the preseason, each team constructs a new team for the reg season at 1.05M, selecting up to three players from their preseason list. Then all unselected players with improvements are set into a draft pool, and coaches who didn't take three of their own players can take their pick up to the difference from whatever is left.
So I'm going to play 2 or 3 games with 6 teams. I'm going to run 4 teams I've got (HE, Orc, Dwarf, Human), and two of the teams I'm considering buying/bashing: Chaos and Norse (well, Arabyans, but the Norse profile). Because I'm looking to build players who will add value in the reg season, I'm staying clear of easily skilled speedsters (the HE, for example, are 8 linos, 1 Thrower, 2 Blitzers and 3 RRs). I'm probably going to play Chaos or HE in the regular season, depending on the mix of teams. But I want to have some players built on commonly selected teams.
So here's my question. I played game #2 with the Orcs. Unfortunately, the BOBs haven't done anything or gotten any MVPs. I took Guard on the Troll, reasoning that a newbie coach who really wanted a Troll could use the help, and that help would mostly end up going to BOBs. I have a Frenzy Blitzer, and think I'll skill at least two of the others in the next game, and I have a Thrower with a normal roll. Again, this ain't my team: it's going to be raided by Nuffle-knows-who after the preseason.
So what skill should I get for the Thrower? What skills should I get for Blitzers? I want stuff that will be fun and usable. So for the Thrower, do I go for Block (to help a newbie with player survival), Accurate (to encourage the QP game), or KOR (to give the coach a head start on caging)?
Similar question, how should I build the Norse? I'm not out to win at all costs: this is the preseason, so I'm out to play stalking-horse for the newbies and build a few players (and help them do the same). I'm thinking 2 Ulfs (Djinn), 1 ST (Afrit), 8 linos and 4 RRs... but what should I give the linos? I'm thinking head-start-on-bulk skills, like Fend or Tackle? Should I go to 3RRs and take a 'Zerk and a Thrower? After all, the major knock on the Norse Thrower is his lack of SH. I figure Runners are too easy to skill, so I should let them be built in the reg season.
Each coach plays up to three games with any team race, starting at 1M. Models in the preseason need not be painted (in the regular season, a team must be painted or in progress and clearly progressing; in the postseason, a team must be painted), and in the first two matches only proxy models may be used with opponent's approval, so long as each model is clearly identifiable, numbered, and "seems" appropriate (not necessarily accurate) to the opposing coach (this is so new coaches can learn the difference between different rosters without shelling out a bunch of $). After the preseason, each team constructs a new team for the reg season at 1.05M, selecting up to three players from their preseason list. Then all unselected players with improvements are set into a draft pool, and coaches who didn't take three of their own players can take their pick up to the difference from whatever is left.
So I'm going to play 2 or 3 games with 6 teams. I'm going to run 4 teams I've got (HE, Orc, Dwarf, Human), and two of the teams I'm considering buying/bashing: Chaos and Norse (well, Arabyans, but the Norse profile). Because I'm looking to build players who will add value in the reg season, I'm staying clear of easily skilled speedsters (the HE, for example, are 8 linos, 1 Thrower, 2 Blitzers and 3 RRs). I'm probably going to play Chaos or HE in the regular season, depending on the mix of teams. But I want to have some players built on commonly selected teams.
So here's my question. I played game #2 with the Orcs. Unfortunately, the BOBs haven't done anything or gotten any MVPs. I took Guard on the Troll, reasoning that a newbie coach who really wanted a Troll could use the help, and that help would mostly end up going to BOBs. I have a Frenzy Blitzer, and think I'll skill at least two of the others in the next game, and I have a Thrower with a normal roll. Again, this ain't my team: it's going to be raided by Nuffle-knows-who after the preseason.
So what skill should I get for the Thrower? What skills should I get for Blitzers? I want stuff that will be fun and usable. So for the Thrower, do I go for Block (to help a newbie with player survival), Accurate (to encourage the QP game), or KOR (to give the coach a head start on caging)?
Similar question, how should I build the Norse? I'm not out to win at all costs: this is the preseason, so I'm out to play stalking-horse for the newbies and build a few players (and help them do the same). I'm thinking 2 Ulfs (Djinn), 1 ST (Afrit), 8 linos and 4 RRs... but what should I give the linos? I'm thinking head-start-on-bulk skills, like Fend or Tackle? Should I go to 3RRs and take a 'Zerk and a Thrower? After all, the major knock on the Norse Thrower is his lack of SH. I figure Runners are too easy to skill, so I should let them be built in the reg season.