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Sunday, 02 September 2007 |

If you've been reading my tactics and following them you've been starting to gain some recognition at the fields, maybe even gained the fear of your enemies well when you'll reach a certain level, and maybe certain fame, on local tournaments, you'll see that teams in front of you will tend to "defend", i.e. "dig in", find obstacles and wait for you. Good! Exactly what you want: knowing exactly where each of your opponents are, (ten meters away from their station) and that whatever happens, they won't move. Back up a bit, shift some of your players (you can even forget about one side: THEY WON'T MOVE.) and hit where it hurts. Woof. Easy max.
Choosing to wait doesn't mean you don't want to go far on the whistle. You do. When you walked the field (if you didn't, go do it and then come back) you found places where you were protected enough, while still having good angles at "them". You found some others, maybe better, but a bit further.
You decide not to take the risk. That's the difference between attacking and not attacking. In that case, waiting, "defending", is just going where you can be effective, but not taking the risks needed for an early advantage.
Place your teammate in a way each one can be protected by the other. If one of you is out of sight, he won't last long because you won't be able to help him, even if he is in a castle complete with towers and dragon. Usually, two or three places/angles are very important. Put a player in each, and then make sure the aliens from outer town won't get them easily. Place a second row of defenders, and keep one or two to drift behind, ready to reinforce a weakening side or to kick a push.
I'll see you next time
-Ben Peckinpaugh |
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Last Updated ( Friday, 16 November 2007 )
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