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gansus
Last seen 18 weeks ago
Overall
Emerging Star
Overall
Record
5/3/5
Win Percentage
50%
Archive

2008

2008-05-30 09:27:54
rating 5

2007

2007-10-31 08:36:02
rating 2.7
2007-09-28 12:28:14
rating 3.4
2007-09-19 14:09:05
rating 3.4
2007-09-16 13:19:37
rating 4.1
2007-09-28 12:28:14
48 votes, rating 3.4
Team analysis series: amazones(2)
Amazones
I did not do it with dwarves, but i will now start by writing down the players you can have in a zone team and the rest of features:
  1. 0-4 Blitzer 90K 6 3 3 7 Block, Dodge G S
  2. 0-2 Catcher 70K 6 3 3 7 Catch, Dodge G A
  3. 0-2 Thrower 70K 6 3 3 7 Dodge, Pass G P
  4. 0-12 Linewoman 50K 6 3 3 7 Dodge G
  5. RR=40K
  6. No Big Guys

As it is obvious, the "gift" zones get for losing 1 armor point versus humans is dodge. Later on we will see norses get block instead for the same reason, and this will be the main point to compare the teams.
  1. Starting setup The one i like has 4 blitzers, 8 linewomen (with armor 7, it is likely that you have any ko, and you want to play with 11 players as long as possible, right?), apo (blitzers are more expensive than the apo, and you will want an apo with armor 7, so why not buying it from the start), 4 RR (hey, they are cheat! and you dont have sure hands even if you chose to buy one thrower) and (that is the bad news) only 3 FF. I chose not to take any positional player apart from blitzers because of 2 reasons:
    1. catchers tend to get all the spp if you buy them too soon, and you need linewomen to get blodge as soon as possible: this way it is easier.
    2. i would have taken a thrower if she had sure hands, but it does not: as her true skill is pass, i would had only taken her if i had enough money for catchers, but i have always thought it was not worth losing one rr or so

    And i only take 3 FF so i can have 12 players and not only 11. Zones are cheap, so FF is not that critical for them.
  2. Development In this case i will talk about team development first because, as most coaches already know, zones are one of the teams whose behaviour and performance heavily depends on TR.
    Zones are one of the best starting teams because they have no less than 4 blodgers with st3 from the start! Besides, they are the only non elf team that can make her linewomen become blodgers with just one normal skill: that is why one zone team is much more successful when can develop linewomen fast. When you get doubles, stand firm is one of the best skills for a zone blitzer (blodge+SF+guard=total nightmare)
    At low TR zones are really hard: the skill that "kills" them is tackle, and few teams have more than 2 or 2 tacklers at this development zones (only dwarves and CD).Apart from that, your blitzers can take guard with only one normal skill, although i like getting at least one the tackle, strip ball, MB way (your sweep defender or skink killer).
    When you go to the 150-180 or so TR, things start getting challenging: many opponents have people with guard (matching the advantage you got from blitzers at lower TR, but now your low armor make the difference) and many players with tackle.
    With TR >180 and so on, races with better start atributes are usually stronger: elves (agi 4), orcs (4 st 4 guys) and any kind of dwarf because of initial tackle. When it comes to buying players, i would start with the thrower and take the sure hands, accurate way, and then start with the catchers, which make team very flexible.
  3. General tips Zones can hit, but armor 7 is not best recipe for a success in a long block war, and this is particulary true with TR goes up. In fact, you can say zones can behave like a bashy team versus 7 armor teams, and as an odd agile team versus bashy ones.
    At low TR or when opponents have not much block and, logically, even less tackle, one nice way to defend and attack relies on tying up opponents with your blodgers, which gives them very small chance to put your zones down. This can also be done when opponent has block, but became really risky (again, because of your 7 armor) when they have tackle.
    Zone cages or loose cages can be really good, mainly because they can advance faster than many of the bashing teams can. Besides, all your players are agi 3, so not very long pass + handoff can make you score in 2 turns easily (man, elves do that and are very proud of it: your zones can, too!).
    Another attacking tactic already mentioned in the race tips is the staggered line (i take the name because i had no one for it): it means you scatter some players on one side, with deeper players being nearer to the side. Of course, you must place the zones in a way that one only blitz cant make a free way to tie your ballcarrier. I recommend you to see prasomchai's figures on the page
  4. Summary and final thoughtsZones are really fun to play either with or against. They are really good starters and can be pretty good on the long range, too, althought they have the same problems 7 armor teams always have: one bad match can retire the team, which typically does not happen with higher armor value ones.
    The best thing is that you can have a whole blodging team and you start picking really good skills (with blitzers at least) from the start. Apart from that, they are cheap and can defend really well (a blodgint team is pesky at defense...).
    Problems is lack of movement: they are not really a hard team but move like a hard team, and thats is not easy to cope with when facing developed bashy teams.
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