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 Ed's Newbie Guide

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jeolmaga
Chief Executive
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Posts : 551
Join date : 2012-02-11
Age : 22

PostSubject: Ed's Newbie Guide   Sun Feb 12, 2012 11:46 am

Please note this is leveraged off elsewhere which is dated a while ago, hence some information might not be applicable anymore due to the changing landscape of the game. If in doubt, ask around the forum.

Help Guide
the bold no longer applies.

Stadium and Staff

Once you are filling out your stadium week in week out, then you should really look to upgrade. It is best to upgrade your stadium in 1000 seats per upgrade. Once you have expanded your stadium, you need to get more staff.


The different types of stadium staff cost different amounts of money:
1 Cleaning Staff = $210
1 Maintenance Worker = $770
1 Security Worker = $350
1 Hospitality Worker = $250
1 Entertainer = $960
Q3. Does everyone think that the info on tactics below is misleading in any way?


Tactics
by spotthedog

Defence:
The defensive type you start with is probably the one you’ll take throughout your teams run on Blackout Rugby. Give great thought to the type you choose at the start as changing the defence type makes it less effective which could result in your team giving away many points in crucial situations.

Man-to-Man:
“A defensive technique where each player is responsible for guarding one particular member of the opposition.”
Basically, if your team has good defensive stats, and you feel they can match up to any challenges thrown at them by the opposition, play this technique. It’s risky, because if one man misses his defensive assignment a line break is bound to happen which could result in a try, but get it right, and your team will shut the opposition down at the gain line time after time.

Drift:
“A defensive technique where the defensive line shifts as the ball moves out towards the other team's wing.”
Probably the most conservative call and most recommended to newbs who aren’t sure about their team’s potential. Basically the defence will stand off the tacklers more than rush or man-to-man and take a group responsibility for the tackling and stopping of runs. Don’t expect huge tackles at the gain line but you won’t be broken open as easily either. This can be exploited by fast and agile centres and wingers who could take the ball across the pitch quicker than your team can make the ground up, but for most newb leagues, this wouldn’t be a problem.

Rush:
Again, risky but rewarding if you have the personnel. “A defensive technique where the defensive line press up and into the attacking positions of the opposition.” This requires quick, strong players who have the ability to sport a play developing and shut it down. The risks involved are a missed tackle or interception could leave a gaping hole in your back line for the opposition to exploit. If you have the players, this is potentially very good, but exercise caution when selecting any type. Remember each has their advantages and pitfalls; it’s up to you to decide which best suits your team.

Attack:

Pick and Go:
This technique of attack is where the players will take the ball from the base of the ruck and attempt to drive straight downfield in order to gain a couple of metres. At times this can be devastatingly effective against weak opposition but strong technique heavy defenders can counter it. The attributes needed for this tactic are strength, handling, attack and technique. Another key attribute is good discipline to ensure no silly penalties are given away at the breakdown. This tactic mainly utilises the pack (No’s 1-Cool so if you are thinking of using it, make sure they have the attributes in the right place and the right discipline for the job.

Driving:
A more attack minded form of the pick and go. The basic principle is the same, ball comes from the ruck to a player who lowers his head and charges but this technique involves backs as well and is usually passed out of the ruck. As a result, it can result in more lost ground but can have a bigger gain if the player breaks a tackle as he is still on his feet and can run downfield to exploit the gap. The key attributes are the same, and I’d add a little speed into the mix to make sure they can fully exploit the chances created. You’ll need as many heavy guys as possible to create the maximum effect. “This play usually produces a slow but safe advance and sometimes is aimed to absorb defenders in the subsequent rucks to contest the ball, opening gaps in the defensive lines for the backs.” Make sure you also have quick backs to expose the gaps created.

Creative:
Possibly the most devastating when used, sometimes devastatingly good, sometimes bad. Overuse this tactic and the penalties against you will soon add up, use it correctly and you’ll find many a line break occurring. This tactic involves usually the SH passing from the ruck or set play to a centre or Fly Half who will then perform a series of delicate passes and interplay with his back line partners in order too create gaps and confuse defenders. If successful, one player will have space to run into and will hopefully be back up by his fellow players. This tactic is mainly Scrum half and Centre orientated so make sure that if you use it, these players have high handling, speed, attack and agility points. This can occasionally involve members of the pack too, so keep in mind that overusing will invariably result in your props or flankers trying a little delicate passing which could result in a knock on or interception giving possession and possibly points away.

Expansive:
“An attacking technique whereby the attacking team produces open play by providing the ball to the backs who will vary the angle and points of attack of their runs so as to receive the ball in a position that will enable them to run through the gaps in the opposing defence.” As stated in the documentation, this play involves all of the backs but from experience, it’s generally agreed that it mainly utilises the wingers and Fly Half. To make sure you get the best out of this tactic, make sure your wingers have good handling, speed, agility and attack and that your FH is a good kicker as well as having the stats mentioned above.
Q5. Agree / Disagree with any of the below?

Kicking:

Kicking Level:
Still hotly debated among even the most seasoned players, Kicking has become one of the biggest bugbears for managers in Blackout Rugby. As far as it’s known, kicking consistently with a not so good kicker, will result in little to no improvement in field position, and possession lost. Obviously, some kicking is needed because defending on the opponent 22 is far better than attacking from your own 5, but bear in mind that kicking too often will result in lost possession and chances and potentially gifting chances to the opponent

Up and Unders:
One of the best tactics for a team with high jumping and good kicking throughout the team to use. If your 9, 10, 12 and 15 all kick well, and your team has good jumping (7 or above ideally), then up and unders can be a great way of relieving pressure yet maintaining possession. You won’t always keep the ball, as the kicking team is actively disadvantaged, but remember ground is still being made which is preferable to being tackled behind the gain line. If you spot the opposition Full Back is short then obviously kick more up and unders but take into account the fact that it’s not always the full back contesting them.

Kicking To Touch:
To kick to touch effectively, make sure you have the skilled lineout as described earlier in the guide. If you think your locks can steal a lot of ball, then kicking to touch will be more advantageous than up and unders as it’s also a little safer. But if you consistently lose line outs, expect your team to be under constant pressure if you do it all the time, as there’s even the chance the FH won’t make touch with the kick.
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