Was able to get the opponent to score relatively early, but not really with enough time for us to counter score. We may have had a slight chance at a breakaway, but a loner rush attempt shut that down. Getting the ball in the second half we had a very deep kick, and I almost immediately knew we were probably playing for a draw. We wouldn't be able to score in 2-3 turns from that depth and hope to score again. So, we started the plan of playing for the draw, and slowly grinded our way down scoring on turn 8.
2. Trading Cages
I've really been enjoying the process of trying to move the cage forward even if it is only a square at at time. One way that I was able to that this game was by "trading" cages. In order for this to work the opponent has to commit to one cage with a decent force, and you have to generally unmarked players elsewhere. You abandon the existing cage and move to the unmarked players forming a new cage. This is common practice in any caging strategy outline, but it's fun to watch it happen in real time.
3. Beware of Weak Cage Corners
Yes, you can mark a cage with a goblin if you have to, but it is not generally a good idea. This can lead to an easy blitz into the cage, followed by swarming defenders. If the goblin is luckily not knocked down he's not strong enough to kick the defenders out of the cage either. To contrast if the Black Orcs are the corners, you opponent will need 2 assists to get a good shot at the corner. This is very difficult if the opponent doesn't have guard, and if we have guard it is even more difficult.
4. Giving Away Free Goblin Hits
I'm curious what I should be doing with extra goblins that are not in the cage or actively fouling. This game I was able to run one up the middle of the field at one point, and it drew the attention of the defense enough to pull some players away, but that also means leaving a goblin to mostly likely take a 2D blitz with block. Just having them screening on the wings waiting for a 2D blitz with block also seems bad. I may research this a bit.
5. Grab is Great!
Really fun to see how having squad grab, plus stunty dodging makes for some very unique lines at times. It's nice that you can pull a player away from a clean dodge out. You can open a lane for a runner. I feel I'm getting better at seeing the utility of grab outside of just pulling guys back to foul - which is also great.
6. Keep the Squad Together
Just another mention that it's always important to keep the Black Orcs together. We do not want them separated. When they are compact we are less hindered by our terrible movement, and have more options for using grab and guard to build advantageous cages, fouling and blocking situations. There is a moment to break away and let the goblins lead out, but it has to be when you know the score is very close because once the goblins go, the Black Orcs will be left behind. There is the risk of getting mobbed by a likeminded bash team, but in some ways I believe that's what we signed up for, than we hope to win the attrition game and let the bodies hit the floor. ”
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1. Failed 2-1 Grind
Was able to get the opponent to score relatively early, but not really with enough time for us to counter score. We may have had a slight chance at a breakaway, but a loner rush attempt shut that down. Getting the ball in the second half we had a very deep kick, and I almost immediately knew we were probably playing for a draw. We wouldn't be able to score in 2-3 turns from that depth and hope to score again. So, we started the plan of playing for the draw, and slowly grinded our way down scoring on turn 8.
2. Trading Cages
I've really been enjoying the process of trying to move the cage forward even if it is only a square at at time. One way that I was able to that this game was by "trading" cages. In order for this to work the opponent has to commit to one cage with a decent force, and you have to generally unmarked players elsewhere. You abandon the existing cage and move to the unmarked players forming a new cage. This is common practice in any caging strategy outline, but it's fun to watch it happen in real time.
3. Beware of Weak Cage Corners
Yes, you can mark a cage with a goblin if you have to, but it is not generally a good idea. This can lead to an easy blitz into the cage, followed by swarming defenders. If the goblin is luckily not knocked down he's not strong enough to kick the defenders out of the cage either. To contrast if the Black Orcs are the corners, you opponent will need 2 assists to get a good shot at the corner. This is very difficult if the opponent doesn't have guard, and if we have guard it is even more difficult.
4. Giving Away Free Goblin Hits
I'm curious what I should be doing with extra goblins that are not in the cage or actively fouling. This game I was able to run one up the middle of the field at one point, and it drew the attention of the defense enough to pull some players away, but that also means leaving a goblin to mostly likely take a 2D blitz with block. Just having them screening on the wings waiting for a 2D blitz with block also seems bad. I may research this a bit.
5. Grab is Great!
Really fun to see how having squad grab, plus stunty dodging makes for some very unique lines at times. It's nice that you can pull a player away from a clean dodge out. You can open a lane for a runner. I feel I'm getting better at seeing the utility of grab outside of just pulling guys back to foul - which is also great.
6. Keep the Squad Together
Just another mention that it's always important to keep the Black Orcs together. We do not want them separated. When they are compact we are less hindered by our terrible movement, and have more options for using grab and guard to build advantageous cages, fouling and blocking situations. There is a moment to break away and let the goblins lead out, but it has to be when you know the score is very close because once the goblins go, the Black Orcs will be left behind. There is the risk of getting mobbed by a likeminded bash team, but in some ways I believe that's what we signed up for, than we hope to win the attrition game and let the bodies hit the floor.
”