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This guide is written from a bashers POV since I am no good with elves etc.
It's mostly general though. Of course it is far from claiming completion. A vast topic after all. I tried give a general idea by using examples (Orc examples mainly). You might as well ask if it is about details and specific choices.

<b>Starting a team (very basic)</b>
Best you start with a relatively high FanFactor to earn money. That way you can compensate losses and win some kick-off results like "Get the Ref" (gtr). Keep in mind that fumbbl emphasizes long term development rather than a quick tourney with a team.
ReRolls are cheap and 2+ are good to have for a start. An Apothecarian is nice but can be bought after a first game- unless that game is vs brutal Khemri...
Usually it is possible to invest some money to "upgrade" a Lineman to a positional. Later on you can't sell players so replacing Linemen for positionals is more expensive. The Apo is always the same for 50K. 11 good players are better than 12 weaklings. No need to buy A-Coaches or Chearleaders. That's that. You'll find help for specific races in the help-section or in certain forums or chat channels (Academy will be a good start).

<b>Development in Game</b>
In a game team development relates to positioning and strategy. Mind who is expected to do what and what becomes of it. Basicly having the ball tends to give SPP to that player by passing or scoring. That's on the "gain"-side. The "loss"-side in a game should be considered as well of course. Don't be naive- expect losses from time to time. Isolated players get fouled. Players next to opponent players get blocked. Players in key positions (guarding/having the ball) get blitzed. Good players in general will be targeted. "Of course!" you might say- act accordingly then and feed replaceable weaklings to the oppo if need is rather than ignoring what they are good at (taking the damage). You can't protect everyone after all.

<b>Now get skilled!</b>
Realize that skills are not just good or bad but have multiple aspects. Block is one of few plainly good skills if not "the best". Still it has it's specific purpose: blocking (offence AND defence). Specific purposes and effects determine who gets it when and how many players should have it. Guard makes sense only for those who are meant to be in a brawl. They needn't be superb killers but toughness is emphasized. Guardians are popular targets. It is passive and the more you have the better. Mighty Blow- like all aggressive blocking skills- is only used if you really block with that player. That makes the first one with MB or similar skills more precious since you can focus on using him. That especially means blitzing with him. Since you can blitz once per turn only it might make the difference between "all your blitzes are done with Mighty Blow" and "None of your blitzes are done with Mighty Blow". If you manage to Blitz with him every turn that is. Usually a quick Blitzer can either Block or Blitz every turn if you are willing to do so. The need to blitz a specific target player needs him to be positioned accordingly. As soon as he's out he obviously can't go on. Still: a second player having Mighty Blow will be in concurrence with the 1st when blitzes are to be done so he'll have a hard time using MB as effectively. Even more so if you got 5 of them.
It's the same with all active skills basicly and especially drastic when actions aren't possible to be done often. In this case you might still block with MB although you only got one blitz per turn. Dirty Player is a skill only used for fouling. There is no way whatsoever to use that skill on multiple players in the same turn. Even more so for passing skills: although you are allowed to pass once per turn it is not in your best interests to pass more than necessary. You should pass for SPP though if there isn't anything more important to do (if scoring is impossible).
All that seems obvious but is completely denied by foul loving fools fielding six DPs that won't ever make good use of their skills. It's a foul-lover saying that ;-)
Consequence: Give a range of skills to your players and try to have all the needed skills on someone in your team rather than giving your favorite skill to everyone. I for one take MB first on an Orc-Blitzer but give Tackle to the second Blitzer reaching 6 spp. Eventually they'll both have Block, MB, Guard, Tackle.

Some skills are actually better if you got more of them. That's those skills that can be countered: Dodge. Tackle works against dodge. Your opponent might have two Tacklers to counter dodge. That will greatly reduce your dodgers value. Given you got two dodgers you can easily see what will happen: each of them is targeted by a Tackler. If his positioning skills surpass yours dodge is rendered almost useless. If you got 10 dodgers however it is far more complicated for your opponent to always have a Tackler at hand when blocking a dodger. Since Tackle does only counter and is worthless if there is no dodger it is unlikely to face 10 Tacklers- unless your oppo plays Dwarfs. That's why I'd be way more likely to give dodge to a Human Blitzer than to an Orc Blitzer. Not only does more MA make a better dodger but up to four dodging Catchers will be a benefit for my dodging Blitzer as well. Orcs don't have those.
For some inspiration on skillchoices see <a href=http://fumbbl.com/skills.php>Statistic Skill Choices 2004</a>

<b>Aims in development</b>
Development always aims for something. For instance +MA often isn't as good as Block or other skills. If that player gets +MA first he might be stronger if you discard it and take a skill. Later on though- if he is ever to get as much as four skills- you might run out of options for good regular skills. Then you might wish you'd have taken +MA. Therefor you have to decide what you are aiming at. In general I'd consider it unwise to aim at legendary players that'll be brilliant when reaching their "final stage". After all that often doesn't ever happen cause that player dies beforehand. On the other side there is a point in looking at future development rather than always picking the best option for now. No one would deny doubles on first skill although quite a few people would probably agree that block might be best as a first skill. The Chaos warrior with Claw/Razor Sharp Claw does indeed lack Block- still (almost) no one would discard the doubles for a great but ordinary skill in that case. A question to be answered by each and every individual coach. My rule of thumb might be focusing on the best 31+spp players- but that's just me and doesn't hold true for each player.

<b>Value of players</b>
Since you need to decide which players put their life on the line and which ones are to be protected you need to value them. The best players aren't always the most precious! In a single game they are. After the game however losses have to be replaced. Good positional players are often more easily developed and can be replaced within a few games. They might even have reached their potential and further skills are almost wasted. Blackorc-Blockers ("BoBs") for instance usually don't decide the games in the way Blitzers do. Blitzers score TDs and hurt and are easier to get in position for any task. Therefor I'd value a Blitzer higher in a single game. Then again a new Blitzer is ready to score and has Block- a great advantage for scoring casualties, too. Even passing is no big deal if you have ReRoll support. A Blackorc however is slow and has AG2. Passing is too risky and scoring with a BoB is quite a project (though often worth it). He doesn't have Block and his advantage of ST4 doesn't help himself while blocking but helps the team mainly. A Blitzer needs support to have 2d Blocks- but that's easily provided. No other player can provide Block for the BoB! Even worse: After every skill it needs more SPP to get another one. A Blitzer might have MB- which gives him all he needs to cause casualties as good as anyone. A BoB has Block 1st usually and isn't good enough at hurting players to justify him blitzing- hence he doesn't while the one-skill Blitzer does. Some ppl go MB first for exactly this reason and take the higher risk of turnovers due to the lack of block- just to boost the BoB.
In short: If a player is hard to develop he obviously becomes more precious when developed. Moreover skillchoices are not only about having a good player at a certain point but also about development-speed. A Block, Guard BoB is great but needs a looong time to get his third skill since Guard wins games but doesn't provide SPP for the one having it.</span></div></span></div>
New Team Page Beta
Player Ma St Ag Av Skills Inj G Cp Td It Cs Mvp SPP Cost  
1
War
Chaos Warrior
5 4 3 9   0 0 0 0 0 0 0/ 100k
(110)k
 
2
Chaos Warrior
5 4 3 9   0 0 0 0 0 0 0/ 100k
(110)k
 
3
Chaos Warrior
5 4 3 9   0 0 0 0 0 0 0/ 100k
(110)k
 
4
Chaos Warrior
5 4 3 9   0 0 0 0 0 0 0/ 100k
(110)k
 
5
Ogre
5 5 2 9
Big Guy, Bone Head, Mighty Blow, Thick Skull, Throw Team Mate
  0 0 0 0 0 0 0/ 120k
(108)k
 
6
Beastman
6 3 3 8
Horns
  0 0 0 0 0 0 0/ 60k
(60)k
 
7
Beastman
6 3 3 8
Horns
  0 0 0 0 0 0 0/ 60k
(60)k
 
8
Beastman
6 3 3 8
Horns
  0 0 0 0 0 0 0/ 60k
(60)k
 
9
Beastman
6 3 3 8
Horns
  0 0 0 0 0 0 0/ 60k
(60)k
 
10
Beastman
6 3 3 8
Horns
  0 0 0 0 0 0 0/ 60k
(60)k
 
11
Beastman
6 3 3 8
Horns
  0 0 0 0 0 0 0/ 60k
(60)k
 
11 players  
Coach: arw Re-Rolls (140k): 1  
Race: Chaos Fan Factor: 5  
Current Team Value: 0k Assistant Coaches: 0  
Treasury: 0k Cheerleaders: 0  
Team Value: 1000k Apothecary: No  

Games Played:0 (0/0/0) |TD Diff:0 (0 - 0) |Cas Diff:0 (0/0/0 - 0/0/0)