Knights Strategy

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Revision as of 19:06, 29 March 2006 by Lucifer (talk | contribs)

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This page is for strategy that doesn't depend on secrecy or surprise, i.e. stuff other teams can read without limiting our ability to execute. Generally, Lucifer thinks there aren't any secrets worth keeping anyway, the other teams will see it all soon enough. We might work out specific moves in practice, give them names or whatever so we can make appropriate calls, whatever. Other than that, there's not much we can't put here, and it's important everybody know what's going on. Bottom line: no strategy works if your team doesn't know the strategy. If we're going to err, err on the side of too much information rather than not enough.

Lineup

More than likely, we're going to do a normal lineup. The tourney will have 5 players per team with alternates. The two players on the wings are defense, three in the middle are offense. One of the wings will take goalie, the other will take (at defense's option) either a guard (sweeper) or outer goalie.

Centers, please don't try more than once or twice to go down the other team's center tunnel. These are good teams, that won't be a reliable tunnel, and we'll do better if you survive longer than 10 seconds each round.

Depending on what side the goalie is on, the grinding player on that side will need to break a little early to make sure the area is covered. That side will be the weak side! It will be weak because the goalie will more than likely have to wrap around to seal the back. Since that will put him on the same side as his guard, there will be no defense. So don't break too early, but break early enough that you can reliably stop any opponents from getting down that side.

Need I say? None of that double-grinding crap will work for us.

During Play -- Who's in charge?

I don't really know the answer. You all know I have a tendency to take charge, but you also know that we have a good team assembled. If there's any question, and I'm there, I'll probably take charge to settle it. So when we have our pregame conference and setup the line, I'll probably ask everyone what they want to do and then dictate a lineup and say "Any objections to this?" It should be fairly simple. During the game, you should make sure you tell the team what's going on, like if you suddenly have to go run out to the yard to get your kid, a simple "afk" will suffice so we know to deal with it. That stuff you already know.

But who decides when an alternate comes in? Without knowing how it will go, I suspect tht we'll only pull in alternates between matches, and except for the center player, we won't need to change the lineup much, if any, during a match. In that case, I'll probably make the call if nobody else does. I'd rather folks volunteered to be relieved by an alternate, but if nobody volunteers and it needs to be done, I'll say something.

If I miss the game for some reason, then y'all should probably designate someone as being in charge under the same kind of loose structure. You know, not dictatorial, but enough so that decisions can be made quickly. I don't need to remind any of you that on the grid there's no time to discuss this with the committee. :)


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