If you look at the current results, the Humans really seem to dominate the competition, if you subtract their matches where they play themselves, they are almost at 70% wins.
What are some predictions on what will happen with the new teams?
At times I think the game favors finese teams too much, as there is no way for guards to pick up momentum when they slam (maybe an ability to help with this mantic?). But then when I see a Judwan team with a 6 player starting roster, is it going to hurt them in the early stages when a couple of guys get sent to the box, or are even 4 players going to create scoring scenarios on most possessions?
My personal thoughts are the Season 2 teams are gonna run roughshod over the Season 1, but I really hope I am wrong and it becomes a little more rock, paper, scissors:
Balanced beats Bash (we already know this is the case)
Bash beats Finesse
Finesse beats Balanced
Categories I would personally place the teams in how people currently play them and how I think the new teams will be played:
Corporation - Balanced. Obvious with how they're starting roster is set-up. Guards tie up other guards. Jacks and Strikers pass the ball around and create great scoring opportunities. I really like how Mantic delivered on developing a human team that really CAN do a little of everything, as opposed to having glaring weaknesses in an area or two and claiming they can (the Orcs are the "real" human team in BB in the fact they can run, throw, bash, whatever).
Mauraders - Bash. They don't even have Strikers......not really a choice but to play smash mouth. With speedy Jacks though, scoring is not nearly the problem some act like it is. It's call PASS THE BALL lol.
Dwarves - Bash. They have the capacity, with a very diversified starting roster, to be a balanced team, but with limited movement, and atrocious speed, you often can't (and don't want to at first) leave your strikers out on an island for quick strike opportunities. The Jacks having great strength as well as the guards really does establish these guys as skull crackers.
Veer-myn - Bash. That's right. They are a bashy team. It's why I'm not surprised they are really backing off on the guard count for Season 2. The first two players rat teams add is another couple of guards. They aren't toe-to-toe in your face type bashers, but with 6 move, and agile strikers to run in as a force multiplier, they can clear the pitch as well as any buddy else, and you'll probably want to with how many missed shots you're gonna have with these guys. Passing the ball around is just pretty risky, so you are better off making a whole. You can criticize rat teams for busting heads with a lot of their tokens, but those seem to be the more successful teams. And all the players can be spread in most situations. With great speed, it's not as easy to take them down from behind like the dwarf and orc guards, and as mentioned before, they have the best ability to converge on the ball/opponents you want to kill. (Dash is your friend)
(And my opinions on how Season 2 teams will shake out)
Z'zor - Balanced. Though they don't have the Guard numbers, they have some REALLY GOOD guards. You'll be able to have two after expanding the roster, and they won't be leaving the pitch very easily (in particular after becoming Keepers), and most of the rest of the team won't be leaving easily. With a plethera of jacks, and fast moving strikers, they should be able to generate scoring opportunities most rushes, and you can feel much more comfortable leaving these guys on an island scattered around, while the guard(s) holds the middle and causes problems.
Judwan - Finesse. They are all Strikers. Don't have a choice.
Ladies - Finesse. You could argue balance, but intrigal placement will be the key to victory both on offense and defense. As they will be at half the guard strength as the boys, those Jacks aren't gonna generate enough punch to really declare them as a "balanced" team. The guard(s) will be seeing situational use, and mainly act as a decoy, since most opponents with muscle will just run them over first to avoid any true counter attack.
Robots - Balanced. Talk about the ultimate balanced team. I have no idea still how these guys are gonna really work. Do I need 14 players of each position? It doesn't really matter exactly what they're limitation are in declaring their play style. They can change positions mid play, means even if a player gets cracked, you'll be able to fill in their role quickly with whatever you need on the pitch.
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