Humans - Theoretical LRB7 Discussion

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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Al the Trowel
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Post by Al the Trowel »

lucifer wrote:Discussed this with another very well established and versatile coach via PMs. Apart from Al the Trowel on about p.4 and Joemanji, no one else has tried to point out the weaknesses or why they are trying to address them. And Humans definitely have weaknesses!

Looking at the Undead roster, apart from a +/- 10% valuation on Mummies, it's hard to dispute the costs of any of their players. Even the 70k rerolls are the highest in the game. And yet they're considered to be one of the top, if not THE top, teams. Compare this to the Humans where again, apart from the Blitzers (a maximum of +/- 4 Team Value), all the players are costed OK and the rerolls are 50k. So what's the difference? The answer is the synergy of the teams.

Mummies block the way with Str 5. Wights act as mobile (AG 3 can dodge when need be) Blitzers. Ghouls provide the speed (and can be turned into fast Blitzers). And the glue that holds them all together is the cheap Zombie who gets hit, then gets up again. All the components a running team needs to get the job done and no wasted effort. Because of this, although the prices are right for the stat line, there is no "wasted" expense in any of them. No AG 3 Mummies. No MV 5 Zombies. No AV 9 Ghouls, etc.

Compare to the Humans. They have excellent and speedy Blitzers...... who then get Guard and have to "waste" their speed by hanging round the LoS providing assists. Fast catchers who then "waste" their mobility by lying in the dead box/KO. Even AG 3 linemen who never end up dodging!

So what to do? Well, assuming for one minute that the Human team is almost right then the plan should be to mitigate some of these losses. A good start has been made with AV 8 Catchers. They're still vulnerable, but they're not going to go off straight away. Another similar would be Thick Skull ("they get hit a lot - they're used to this sort of thing!" :lol: ). One that would really help though is to free the Blitzers up to do some actual blitzing by allowing another player to help out on the LoS. Already suggested has been a "Blocker" of some sort and that's what's needed. But they shouldn't be too slow (MV 5), should take over the job the Blitzers are almost forced to do (Guard), shouldn't be unagile, but at the same time shouldn't be able to reposition this Guard too easily (AG 2), shouldn't be caked in armour (keep AV 8) and for all of this should not be too common (0-2). This would increase the synergy of the Humans, keep their current roster more or less intact, and give a use for Dick & Dom (2nd player on 1st line & 4th player on 2nd line)
I hadn't considered Humans like this before. I think you've made some very valid points but I'd still be hesitant to add a new position to the roster. While Lino Ag and Blitzer speed can very well be "wasted" I think that is a facet of the flexibility of the team. In some games the blitzers will go toe to toe to make the most of their block and ST skills to out block the oppos in others they will use their speed. Equally an open lineman as as good a ball handler as anyone else so they draw attention or the oppo risks the HUmans moving to a Team Reroll play rather than a skill reroll play. With Undead the roles are all pre-defined so you can predict more easily what they are going to do. The Human flexibility is hard to cost and value though since depending on development and the opposition it has greater or lesser benefits. Currently they are clearly performing below par.

As I've said I think that's because all the rosters have had a 90k cash infusion on creation which means Coaches are not making the hard choices between maxing out Ghouls or maxing out Mummies - they can afford both straight off. Once Humans were quick out the blocks and relatively resilient now most teams can build a bench and optimise positionals just as easily. My ideal solution is to rebuild/strengthen the link between FF and income so that Coaches have to make that difficult choice between immediate on pitch strength and longer term team building. That isn't going to happen though. So my preferred fall back is to buff the Human Catcher and reduce the cost of the Blitzer to hand back some of the early game strength they've lost.

I've thrown around ideas for what to do with Amazons but I don't think making them a faster team should actually have any direct bearing on Humans. Fix Humans and then work out better what role Zons are supposed to play in the roster mix. Making humans slower just to make space for a new style Amazons seems the wrong approach to game design to me - i.e. making radical changes to two team and risking unbalancing them both, rather than being radical with just one.

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Post by Alamar »

I'd like to see how playtesting with Diving Catch and similar works out. I think this alone could help a lot.

NOTE: I haven't ran humans a full season with the new changes but one of the coaches in my league wanted to swap rosters once for a one-off-game. Having Diving Catch on both Catchers and Accurate on both Throwers WITH safety skills to boot really changed how they played.

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Post by bjorn9486 »

lucifer wrote:Discussed this with another very well established and versatile coach via PMs. Apart from Al the Trowel on about p.4 and Joemanji, no one else has tried to point out the weaknesses or why they are trying to address them. And Humans definitely have weaknesses!
After you said this lucifer, I realized you are correct; everyone is asking for a change but no one has really said why.
Melipone wrote:(In reguard to 8337 catchers) It seems likely to me that when following this route the catcher will end up being used as a blitzer - just one skill up from becoming a ST3 blodger.
I agree with this and would argue against it. Maybe 8238 for catchers, but making them ST 3 even with AV 7 is a bad idea IMHO.


What I think is wrong is that even though the Human team is supposed to be built around the ability to improvise at a moments notice, but they do not fully achieve that notion.

I find Catchers to be good for one thing; getting to mid-field on turn 1, then catching the ball and scoring in turn 2. Any longer than that and they get their brains smashed in, even when working as a pair. You can not keep them in the back field and then try to hand off to them for a running game because the combined effects of ST 2 and getting past the LoS means that they will go to the ground most of the time.

You take 4 blitzers because they are your most diversified player; MA 7 combined with Block make them an excellent player from the start, and they get a lot of CAS, skilling them up easy into killing machines. But if you try to keep 1 or 2 back to have the option of a running game, your catchers and guarding blitzer gets destroyed and now you have to do a running game, and since humans are not a bashing team, you will rarely succeed in a running attempt.

I once described to my opponent that the strength of the Human team was the fact that they relied on the opposing coach to screw up. If my plan goes anything but 100% of what I want it to, your going to win. If my line fails, you win. If one of my catchers gets hit to the ground, you win. If my thrower fails to pick up the ball, you win. I fell that even that even though they are built around diversity, it is not really there.

That is why in my original post of this thread I asked for new positional players. I feel that a price change to the current positionals will not fix the problem with the human team, but the addition of new ones with defined roles will return the flexability that is desired in this team.

Blocker 0-2 5329 Standfirm GS/AP ???k
This is the guy that holds the end of the lines. With AG 2 and MV 5, he is never holding the ball. His job is to take hit on the line and then get up to continue to hold it. He can stay as the corner of the cage for a turn, but then his lack of movement dictates that he hold the stronger opponents back. Think a young Mighty Zug.

Runner 0-2 7337 Sure Hands, Sprint G/ASP ???k
This is the guy that you team up with the thrower. If the thrower sees that no one is open, he gives it to the runner and sends him on his way. If the thrower needs that one more turn in the cage, the runner can take a block... but probably only once with AV 7. He never takes the spot of the blitzer and his strength, finesse is his game trying to move quickly down field and score before he can get hit. Sure Hands means that he can pick up and ball if need be, but more importantly he will hold onto it more reliably.

This is of course just my 2 cents. I think all the ideas brought here on the last couple of pages especially is that of intelligent people that are trying to improve the Human team, but not completely over power it and I would be willing to play-test with anyone's ideas here.

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Post by voyagers_uk »

ST2 Blockers? hmm an interesting slant

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Post by bjorn9486 »

voyagers_uk wrote:ST2 Blockers? hmm an interesting slant
That was an accident, its supposed to be ST3 and AG2. Its fixed now, thanks Voyagers

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Post by SillySod »

The thing about humans at the moment is that they are almost, almost good enough. With the right coach they can be very powerful.

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Post by Joemanji »

ST 3 catchers is a good change IMO. I had one once in a league and he was very effective. I'm just not feeling AV8 catchers, it just feels counter-intuitive and like a patch.

I think 80K blitzers and 8337 catchers for 80K would make the team pretty competitive, but still not top dogs. I think that's how it should be.

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Post by Joemanji »

SillySod wrote:The thing about humans at the moment is that they are almost, almost good enough. With the right coach they can be very powerful.
I know what you mean, but I think it might just be residual feelings from LRB4. The LRB5 statistics do not bear it out at all.

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Post by mattgslater »

I think I'm going to try AV8/70k Catchers in my league for a season. I won't be able to get a sample down here, unfortunately, but I do think it's a good "tinkering" fix that will help establish a baseline for how much has to be done.

I don't agree with the above post that it's everybody's responsibility to explicate the problem: it's quite obvious from the perspective of anyone who's played BB (or looked at the statistics) that Humans underperform their player quality, and playing Humans for even a very short period makes it equally obvious that their core problem is that their skill players (apart from Throwers) tend to get taken out of commission, either because they're not tough enough (Catchers) or because they have to devote a good deal of attention to line-management (Blitzers). That's why all suggestions have mostly hinged around the same things: make Catchers stronger, make Catchers tougher, create a Blocker position, or reduce the investment in Blitzers so they're not such a bad fit for LOS-duty.

One of those is less invasive than the others, IMO.

Let's get a menu of suggestions, so we can do a poll and have a clearer perspective.

So far, I have (off the top of my head, remembering this thread)
A) Ghoulish Catcher: +ST, -MA, price increase. Plus: Catchers aren't too weak, Blitzers don't have to do cornerback duty. Minus: too powerful, takes away some impact from fast-scoring element.
B) Elvish Catcher: +ST, either price increase or no dodge or both. Plus: As above. Minus: Very powerful.
C) Armored Catcher: +AV. Plus: Catchers are more survivable, unlikely to be overpowered. Minus: Doesn't really spare Blitzers from being overextended.
D) 80k Blitzer. Plus: Makes team LOS equation manageable. Minus: Very powerful on paper, doesn't add to team's capabilities at high TV (just knocks 40k off).
E) Blocker. Plus: Resolves team LOS issues, lets Blitzers be used as Blitzers. Minus: Involves new position, possibly creating a problem with figure range.

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Post by stashman »

Dick & Dom

And a new team:

0-16 Lineman 6338 G/SAP 50K
0-4 Catchers 8337 Diving Catch, Catch GA/PS 70K
0-4 Thrower 7337 Sure Hands, Pass GP/AS 70K
0-4 Blitzer 7338 Block, Juggernaut (Sure Feet) GS/AP 90K

Catchers looks like he is Diving for the ball
Blitzers looks like the are running (maybe Sure Feet instead of Juggernaut) and have them as "runners"

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Post by Melipone »

bjorn9486 wrote:
Blocker 0-2 5329 Standfirm GS/AP ???k
This is the guy that holds the end of the lines. With AG 2 and MV 5, he is never holding the ball. His job is to take hit on the line and then get up to continue to hold it. He can stay as the corner of the cage for a turn, but then his lack of movement dictates that he hold the stronger opponents back. Think a young Mighty Zug.

Runner 0-2 7337 Sure Hands, Sprint G/ASP ???k
This is the guy that you team up with the thrower. If the thrower sees that no one is open, he gives it to the runner and sends him on his way. If the thrower needs that one more turn in the cage, the runner can take a block... but probably only once with AV 7. He never takes the spot of the blitzer and his strength, finesse is his game trying to move quickly down field and score before he can get hit. Sure Hands means that he can pick up and ball if need be, but more importantly he will hold onto it more reliably.
How would you incorporate those players into the roster? Totally replacing the 0-4 catchers with the above two players? Just curious as to exactly what you're suggesting.

I'm not really feeling the Strength access for linemen either...Norse/Orcs should definitely get it first - fluffwise it just doesn't feel right.

While I agree that the addition of a 0-2 blocker position fixes the issues with blitzers getting tied down on the LOS, I think it creates problems of its own - make catchers 0-2, and for me you remove the flexibility of the human team to develop as a strong passing team in a league. OTOH keep catchers at 0-4 and the human lineman is basically defunct, as the team has 13 other more desireable positionals.

After reading more of the sensible suggestions in this thread I think I'm changing my mind, and actually ST3 catchers are a good idea - we've already highlighted the problem that blitzers get tied up on the LOS due to STR access, so allowing the catchers to step in as part of the running/hitting role seems a more appealing solution. So I think now I lean towards mattgslater's A)+D), e.g.
mattgslater wrote:
A) Ghoulish Catcher: +ST, -MA, price increase. Plus: Catchers aren't too weak, Blitzers don't have to do cornerback duty. Minus: too powerful, takes away some impact from fast-scoring element.

D) 80k Blitzer. Plus: Makes team LOS equation manageable. Minus: Very powerful on paper, doesn't add to team's capabilities at high TV (just knocks 40k off).

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Post by Melipone »

whoops, lame internet connection double posted me.

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Post by mattgslater »

See, I think that either one of those is borderline too much. Both together would be overwhelming.

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Post by prisma »

mattgslater wrote: B) Elvish Catcher: +ST, either price increase or no dodge or both. Plus: As above. Minus: Very powerful.
... is the way for me. I don't agree about the 'too powerful'. Properly priced I don't share this concern. If you have a 90k catcher (even with st 3 and catch and dodge), humans won't start the way they started before - with full rr, full positionals etc. I think that's a good side-effect of a st 3 catcher - it gives the human roster some potential for development by buying players, whereas the current roster with the cheap positionals quickly reaches the point where there is no need for further financial investments, so to say.

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Post by Alamar »

I guess one of the questions that I should have asked earlier is "just how good are humans supposed to be"?

IIRC in a 12 game season it has been my experience that Humans are a very dangerous opponnent already. They don't always win but they always have the potential to win. It's been my experience over the last couple of seasons that Humans will knock off "the best team in the league" 1/3 of the time or so. While not great that's certainly better than a lot of other Tier 1 teams have managaged in our league ....

Also IIRC a Human team has been one of the top 3 teams in our league over the last few seasons. Granted most of the experienced coaches tend to play Tier 1.5 [sometimes weak Tier 1.5] teams but that still places humans in a good spot considering they're often coached by new guys.

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