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Things that good coaches do.
Posted: Thu Jan 27, 2011 2:44 pm
by mubo
I'll bite...This is in response to this thread:
viewtopic.php?f=25&t=32657. I think it is much more useful for new coaches to read some general guidelines about what makes a good player, and this allows some decent and even good coaches to pick up some tips. I think Blood bowl is too complex a game to make prescriptions about how to play the game, instead applying some `rules of thumb' can greatly improve a coach.
I'm sure there are literally hundreds of tips and tricks to share, so when contributing if people could try and be succinct rather than verbose, and straightforward rather than discursive, but most importantly be
specific. If required people can go into greater detail in separate threads. Something like "make sure your guarders are in the right place" isn't helpful, while something like "guarders are best when adjacent to your other players, so don't have then running off on their own" might be. Even obvious stuff, like "when you're dwarfs score in turn 8 rather than 6 if possible" is solid, specific advice that might well be useful to someone.
I think
this thread on fumbbl is helpful and a good starting point.
If you could begin your post with
"Good coaches...." this may help to stay on track. Although my expectations aren't high.
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 2:51 pm
by Joemanji
Good coaches ... think about the consequences of failing their first dice roll (whatever it might be) and plan accordingly. Usually this means moving players that don't require any dice rolls.
Good coaches ... plan their turn, and don't take actions with players that don't contribute to that plan.
Good coaches ... plan to fail. This means (for example) positioning players so that if you fail that pickup or block, you are not forced to use a reroll if you want to stay in the drive.
Good coaches ... stand up their prone players before doing anything else, unless there is a very good reason not to (i.e. it is shit or bust time).
Good coaches ... play for pushbacks. Any time you need a knockdown, you are making an easy roll into a hard one (for example a 35/36 into a 20/36).
Good coaches ... don't play for attrition. KOs and CAS are a bonus, and sometimes come as a reward for pressure and good play. But generally they arrive at random and should not be factored into your plan for a drive.
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 2:53 pm
by mepmuff
Good coaches ... don't blindly follow the advice of others.
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 2:55 pm
by mattgslater
Good coaches, in broad brush strokes, IMO,
1) Work out a plan for the match as a whole and for each turn individually
2) Keep their eyes glued to the pitch during the opponent's turn, always thinking of the next turn
3) Do the math, prioritizing actions based on a cocktail of turnover odds, action importance and contingency (that is, guys who are just standing up, then guys who can't fail, then down the order of ease and importance, prioritizing for the presence of a TRR or the urgency of the moment)
4) Keep their structures intact (the complicated part and the reason I started that thread)
5) Keep an eye on the tempo of the game, scoring when the opponent is unlikely or unable to retaliate
6) Count squares obsessively
7) Seldom or never break their own rules
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 3:01 pm
by Purplegoo
I remember reading that thread when I started back in the day.
I'll have a brief pop off the top of my head;
Good coaches plan for and assume failure.
Good coaches don’t instantly use a re-roll when something goes wrong.
Good coaches aim for turn eight.
Good coaches try to entertain the idea they were properly beaten, think about why and don't naturally put it down to dice.
(Edit: Seems Joe fleshed a couple of those out faster than I could post them.

)
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 3:06 pm
by Joemanji
Pgoo wrote:Good coaches try to entertain the idea they were properly beaten, think about why and don't naturally put it down to dice.
I think this is probably the most important one for newbies and vets alike. You can always learn, even when you have been diced.
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 3:17 pm
by mattgslater
Joemanji wrote:Pgoo wrote:Good coaches try to entertain the idea they were properly beaten, think about why and don't naturally put it down to dice.
I think this is probably the most important one for newbies and vets alike. You can always learn, even when you have been diced.
That's hard to argue with. I recently got screwed on a series of wacky die rolls following a gratuitous handoff, and lost a game I "should have" (certainly could have) won. Was it the wacky die rolls? Or was it the gratuitous handoff that allowed the wacky die rolls to happen?
One thing, though. Sometimes you lose because you did the right thing, and it didn't work. Good coaches with good records don't go about revising their strategy or changing their ground rules because of one fluke loss.
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 3:27 pm
by mubo
Good coaches don't give their opponent free/easy 2 dice blocks at the end of their turn, unless marking a player is strategically important. If you are forced to, you are probably being outplayed.
When defending vs a grind team, try and mark the ball carrier whilst not being in contact with other players. This forces them to use the blitz to clear the player off, rather than moving forward.
I think we can drop "good coaches..." now, you seem to have the idea!
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 3:31 pm
by Joemanji
... but I like it.

Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 3:45 pm
by WildDogs
good coaches play to enjoy time with their mates
good coaches do not call IP
good coaches can see the fun implicit in everything the game is and love it.
good coaches are a laugh to play against
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 3:57 pm
by JaM
Good coaches know (or feel) WHEN they have to take a risk. And have a reroll standby if possible.
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 5:21 pm
by Wanchor
WildDogs wrote:good coaches do not call IP
Wimp.
Most of the above, but also,
Good coaches don't start drinking until halftime.
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 5:24 pm
by mepmuff
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 5:29 pm
by Insane_Prophet
Good Coaches... are happy to help newcomers improve.
Good Coaches... never do something "for the sake of it".
Good Coaches... look to learn from their losses.
Good Coaches... accept they will have some losses.
Good Coaches... work out what they want each player to do and stick to it.
Good Coaches... buy you a drink.
I think Joe managed to list the most important basic rules of strategy. Every new player would do well to consider those 6 points.
Re: Things that good coaches do.
Posted: Thu Jan 27, 2011 5:45 pm
by dsavillian
good coaches roll with the punches
sure, you may have failed that ag4, surehands pickup.. it happens. Instead of dwelling on the failure, focus on you have to do *next* turn
good coaches have plans S (Success), B/C/D (not success but not a turnover) and F (failure/turnover)
When it comes to a longer series of plays, I find that planning for as many possible outcomes is vital to my success. Sometimes it's as easy as moving an assist into place for next turn in case of a double skull or screening the ball. Sometimes it is planning a complicated chain pushes in case you end up with a push instead of a POW. Visualizing cause and effect is important here