
Tactics VI: Building a Team NOTE: [ ... ] will mark additional comments by editor.
Created by: Jean-Manuel (jm.maries@ags.fr)
Edited by: Martin Guerrero (gmartin@alumni.eecs.berkeley.edu)
Introduction to Article:
First of all, don't try to do complicated things. Forget what you might have read from people such as Bob Long and the like. I'm not telling you they're wrong, but if you want to learn how to fly a plane, you start with a simple one, not with a F-15. Stick to the basics.So what are the basics? USE your TEAM.
I. BUILD THE TEAM
You need a team. I assume you already have the players, but a bunch of players isn't a team. Teamwork requires a lot of experience, so don't be upset if at the beginning, you experience troubles in communication and/or coordination. It'll come when everyone knows his job and teammates.Anyway, the 5-man format requires less teamwork than the 7 or 10 man ones. It's common knowledge. BUT, you'll be better off if you do have a team structure. The simplest one is:
SO: discuss with your players, try to find out which one would be the best "back", who would be the best "middle" and "front" players, and who likes to play with who. Your players must feel comfortable with their task.
- 1 player at the back. The idea is: the closest to the front you are, the more paint you take, the lower profile you have to have, the less you see. But since you need to keep informed of what's going on, you need a player who will observe, standing up, somewhere behind. This player will be able to move, and will relay information from one wing to the other. Since he will have to make decisions such as shifts or pushes, he usually is the "tactician" of the group.
- 2 subgroups of 2 players. In each subgroup, there will usually be a player further than the other (usually the fastest one), who will protect him. The way they work will depend of the field.
II. USE YOUR TEAM
If you don't know where to go, nor what to do once you've reached your positions, you won't feel at ease and you won't play well. You need a plan, but to design a plan, you need to know the field, and who will fit best in which position.
A. Walk the field
How to walk a field is very difficult to describe. Here are some simple steps (each one lasts 5 minutes):
- "Free walking": each player walks around on the field to get a general idea, and spots the main features (width, length, shelters, "paths", etc.)
- Running: you want to know where the "real center" of the field is, where's what we call "the line of first contact" -- the farthest you can go on the break.
- Choose a plan: now you know (roughly) where your opponents will be because you know the features of the field, you should see by now where their weakness will be. Your plan must be very simple:
- decide where you are going to push. Usually on one side, seldom through the center (when the center is thick or offers good cover).
- logically, if you push on one side, you defend on the other.
- "Individual walking": now you know who's going where. Your best attackers go where you are going to push. Send each subgroup to their area, and let them chose their first shelters, and where they will go if the push goes well or if they have to fall back.
- "mayday resort": before you walk another field, gather your team around the flag station, and quickly decide where to go to if you have to fall deep back. And ask your team about which side they prefer, so you'll know what to say if you win the toss.
B. Work on your morale - watch your attitude
Whatever the level you compete, try to have a professional attitude. If you start yelling and arguing each time you're upset, you won't be able to concentrate on the game nor to analyze your mistakes. Eventually, this will lead to straight losses.NEVER GET UPSET.
Having troubles with your equipment is very upsetting. So take care of it, review it beforehand, have some tools and some spares available, even try to have a spare marker that you will carry with you to the chrono station in case anything goes wrong.
Arguing is very upsetting. The golden rule is: only your captain may discuss with the refs. If you think there was a problem on the game, tell your captain, and don't speak unless asked to by the refs or by your captain.
Never argue with one of your teamates. If you want to compliment him, go ahead. But if you think he didn't play well, tell your captain.
The problems of your team are your team's concern. No one else should even know about them.
If someone played well, tell him. Work his morale up. Build a friendly atmosphere among your team.
Closing Comments:
Actually, you should now read "Tactics 02" , I'm NOT going to write it here all over again :)One last thing: make sure none of you cheats. If you wipe, you will win some games you shouldn't have, and you will even forget that you did so because of your cheating. You won't improve, you won't make friends.
And remember: to win, you don't have to be good, you only need to be better than your opponents.
jean-manuel
team Les Tontons Flingueurs
France
http://www.ags.fr/ludis/

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