We've been withnessing this in our local league a LOT. Feels a bit reductive, that a starting orc/dwarf team with just 1 mb/po will default a win of both rounds by just running the clock 8 turns on his first round (0-0 is enough, although 1-0 is common too), then scoring 2-3 goals on the defence 11vs4 or something.mattgslater wrote:
If your opponent gets ... locks the ball away in a midfield cage so that he can grind it out and score on turn 8, you're probably going to lose.
We have 2 leagues running in my hometown, one by 12 university students & one by just my friends who've mostly graduated. The other has now been infested with my friends as well. The 12 univ. kids-league is "traditional lrb4-type players" in an lrb 5 league, a lot of guard, guard & mighty blow + a mix of elves with exotic skills (no blodge/sidestep here!).
Our league has a lot of low tier teams, elves and my slann + 1 guy going mb/po crazy with orcs. The MB/po crazy guy is playing orcs in the other league, dwarves in the other. In our league he has won 6/8 games, drawn 2 (both draws against rookie teams with star+wizard). In the other league he has won 5 games, lost 1 (rookie dwarf vs rookie orc, no mb/po or inducements then).
We have an elf heavy league with a lot of rookie coaches. I've compared between the grind teams of LRB4 & LRB5 by playing LRB4 in FUMBBL and the difference is just HUGE.
His playstyle is not creative or even brilliant, its just dull. 10 men on the line, 1 thrower/runner behind to grab the ball. Mark all players & cage the ball, then start spamming blocks. Ensure the win with heavy mb/po rate (2-3 players). All he's doing is rolling block dice, creative.
Spamming MB/PO triples the killrate, so you have maybe 2-3 turns to try to grab the ball & run with it, failing that you just run anyway. This is horrible in a rookie league, as I feel barring a miracle the mb/po is always the default winner. In addition it kills the fun & excitement, as all you do is run away or get splatted, so it isn't that much fun for the newer players, who never had a chance of grabbing the ball from that cage. Finally, in teams with limited number of key positionals, like skaven/slann the MB/PO combo kills, as if you go to down 1-2 of those gutters/catchers either round you are heavily outgunned in play-options in the other.
The argument is, using piling on puts you out of position, and thus compensates for the insane CAS/KO rate. This argument is only viable if said mb/PO player does not have one of the following:
a) have jump up (rocks on with mb/po)
b) have a definitive player # advantage (easy with mb/po again)
c) have the ball secured
or if he does have some/all of this, then having this as the opponent helps (in theory):
d) superheavy in dirty player & can foul it when he goes down (Undead, Nurgle etc)
e) high AV, makes PO over armor unreliable (Orc, Nurgle, Dwarf, CD)
f) heavy on mb/claw/dp and you can outgrind him. (Nurgle, Chaos?, CD)
g) superheavy on blodge/sidestep/fend - can't hit you cant splat! you (Dark elf/Pro Elf)
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Now the problem imo is, that in LRB4 you have plenty of time to fight over the ball & often you pay for it in players, then making your own offence a lot harder (not exactly hard still with AG4, but harder) with say 7 or 8 players to 11. In LRB5 it seems you are down to 2-3 players less on the 2nd round, and you have a lot less time to grab the ball on defence, as he'll be running down the field as you go down to 5 players or less very quickly while tieing up his line with your linemen.
I know the elves were/are overpowered, but in a lower - skill tier league, the bashers are just murder now.