
bouncergriim
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Number of tests, Teams, and Team pointsOkay I have a few games under my belt and had a question/general discussion I wanted to bring up.
First, how many goals do you play to regularly? I have tried playing 2-3 goal games and they take much longer and attrition really seems to make the most difference in these. I play as the gnolls, who are fast, but they suffer towards the end of the 2 test, lots of casulties that is. I can ussually win the first test, but then they are much weaker for the next test and extremely weak if we go for a third.
I would think 1 test games would work the best for time considerations and fairness in a leagues setting were people gather to play multiple opponents on a league night/day.
But I was thinking this might favor the fast teams if the value of all teams was the full 180. So is there a more appropriate value for a one test game that would help the fast teams still suffer in one test, but not put them out entirely.
So this is what I see and feel free to comment and ask for clarification:
In a multiple goal game a high grit team will have the advantage at any team value due to the durability of their players. In a single goal game the fast teams will have a slight advantage at a high team value, because they can draw on reserves if the high grit beats them down. What do you think would be the best balance for this both in teams being balanced and keeping the game quick (lets say an hour per game if it is only one test)?
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Dark Lord
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Re: Number of tests, Teams, and Team points | bouncergriim wrote: | | First, how many goals do you play to regularly? |
We started out playing that you needed to win by 2 or be the first to get to 3. This meant you won either 2-0, 3-1 or 3-2. We only ever had one(?) game go 3-2 iirc. most were 2-0. However, this was taking forever and wearing down the fun so we switched it to first to 2 goals because nobody wanted to play to just one score.
| bouncergriim wrote: | | I have tried playing 2-3 goal games and they take much longer and attrition really seems to make the most difference in these. |
Hmmn. I know that attrition was a factor in some of our games but I don't know that I would call it THE factor. I mean I played Deadlings and against "hindered" rosters. (meaning I knocked somebody out of bounds) But they always had a back up...and if they didn't by the next match they had sold cheerleaders and stuff to have a 10 man roster. The Pharaohs and the Black Widows were the winningest teams we had in a league of Pharaohs, Widows, Deadlings, Razorbacks, Black Rock Dwarves, and Divine Wind.
| bouncergriim wrote: | | I would think 1 test games would work the best for time considerations and fairness in a leagues setting were people gather to play multiple opponents on a league night/day. |
I think they work best tournaments and time consideration. Disagree with all else. If you can't play for 90minutes-2 hours then how do you play fantasy football? Sorry, I don't see the benefit in playing a 55 minute game of Elfball.
In our experience the best thing for Elfball is Chess Clocks. Each coach gets one hour, and you play to 2 scores. It worked for us.
| bouncergriim wrote: | | But I was thinking this might favor the fast teams if the value of all teams was the full 180. So is there a more appropriate value for a one test game that would help the fast teams still suffer in one test, but not put them out entirely. |
I can't answer this because we so rarely played to one test. I can say that our league never adopted the 180 point teams. We planned on starting at 150 and moving the cap up by 25 points every other season (or every season if we felt it was needed)
| bouncergriim wrote: | | In a multiple goal game a high grit team will have the advantage at any team value due to the durability of their players. |
Not if they can't handle the ball. If I am playing with my Mid Kingdom or Valyries teams I will sit and wait for that high Grit team to drop the ball and be in a position to capitalize on it. High grit teams always have low Jog and low skill. You can dance around them forever. They should always be hitting you from the front, and you should be herding them to the outside where they're weakest. If you are between a high might player and a white line you have messed up. If there is a high might player between you and a white line then you are doing something right.
Elfball isn't about tackling and attrition IMO. It's about field position and territory.
| bouncergriim wrote: | | In a single goal game the fast teams will have a slight advantage at a high team value, because they can draw on reserves if the high grit beats them down. |
Never seen a bench emptied in a multi-test game so effectively that they had to play short handed. Maybe they need to buy less cheerleaders and potions and more players.
| bouncergriim wrote: | | What do you think would be the best balance for this both in teams being balanced and keeping the game quick (lets say an hour per game if it is only one test)? |
I think it already is. I think you are just getting your bell rung by SS's bashy tactics.
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bouncergriim
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Thanks for the insight. I really only have one opponent I play against and I think that the OTHER GAME mentality is still affecting my/our strategies.
That and I am very impatient, I have trouble setting up a play that takes longer than 3 or so turns. I always play fast scaly things in the other game, or pointy eared tree huggers, so I have trouble looking forward too many turns in these type of games.
I really need to find more gamers in my local area to try this game on, that and my time is limited (4 kiddos 5yo and younger). Everytime my one friend and I play elfball it lasts at least 3 hours ussually more, we know the rules but are still struggleing with strategy. Though we haven't used the new stand up rule yet.
I am also unfamiliar with VASSAL E.B., how difficult is it to figure out and what are the time requirements for it?
So like I said my persective is pretty narrow, but I am still hoping to hear from anyone else who wants to explain things.
I guess we will try it with 150 and see how it goes.
Just for refrence we would play gnolls vs Divine wind and his defenders and hunters would find a way to injure alot of my guys. The last game we played he one because he removed all of my players from the field durning a test (and this was only the second test!). I guess I just need to reread the strategy guides here and see what we can do to limit our time per turn and set up for goals.
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SillySod
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When I have played against brownrob we have played games to a single test using a ten man team each. So far its worked out fine and even though its been a single test we havent found any major disparity between the different races.
Using the client a game will take 2-3 hours but I suspect that this is extended by my spending several hours using deadlings to kill/pin brownrobs whole team before going for a slow score. In fact I think we started to get a good rythm going for playing it which should speed it up alot, if you want a game or introduction to it then just PM myself (or brownrob if he has any free time) and we should be able to arrange something.
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