Quote:
Originally Posted by AlexD744
Remember, your team chose you because you have a knack for good strategy. Therefore, trust your gut, even if it means detracting from the established strategy. For example, last year, if the strategy was for your team to sweep up the front and there were no balls in the front and none about to come, would you just have your drivers sit and wait? No. You would tell them to get to the mid zone, and fast. Once there was a fresh supply in the front, you tell them to book it on back. What's not okay, however, is if in the middle of the match you decide that although you told your alliance you'd play front zone and then decide to go to the far zone and start playing defense.
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Very true. However, don't forget the step where you tell the other alliance coaches what you're doing! Clear communication with other coaches is key, especially in this game. This also requires serious a big-picture view, but others have pretty well covered those aspects.
As far as setting strategy, I fell into pretty decent procedure at FLR. Most people used the same general method, though hopefully some others will pitch in.* Mostly common sense, but it's nice to have definite steps.
1. Allies' Tubes/Match
...0-2: feeder (esp with tube-scarce matches or not-great HPs) and/or defense (as needed). If they can score, keep them in the loop in case someone breaks.
...3+ tubes: scorer. This usually leaves you with 2-3 scorers. Pick someone as the main "switch"--the guy that becomes a feeder/defender if something goes wrong. You can have other switches during the match, though.
2. Opponents' Tubes/Match
...Do we need to play defense? Stay legal--usually best to interfere with pickup in the midzone.
...Do they suck up anything on the field? You may want to play tube-scarce. Regardless, HPs shouldn't throw a tube you don't want. You can in fact do this without any wait if you pay attention and communicate.
3. Allies' Autonomous
...the 2 most likely to score pick a grid. Usually they're your main scorers, so try to pick the grid closest to their DS. If not, decide who's switching.
4. Allies' HPs
...Pick the farthest/most accurate throwers
...Most teams want their HP directly across from them. If you are going to use your analyst (
time calls, scores, etc), do try to find an experienced one.
5. Opponents' HPs
...Are they going to saturate the field? Are they good throwers?
...The point here is to get tubes where you want them. Make sure your HPs know how the others are.
6. Allies' Minibots
...Pick the fastest/most reliable & let them choose their towers
...Make sure the analyst knows when they want to leave so they can call time
...Know how the unused minibot is (if it exists) in case something goes wrong.
7. Opponents' Minibots
...If they're good, consider putting your 3rd bot on defense before endgame (stay legal!) Know how the scores are playing out throughout the match to make this call.
Seems a little complicated, but essentially it comes down to: Red1 scores right, Red2 Ubertubes and scores left, Red3 Ubertubes right and then feeds/assists and shuts down Blue2. At 30sec Red1 takes the Right Tower, at 20sec Red3 takes Left Tower. Red1 blocks Blue1's deployment.
Another hint: Do the circle early (after/simultaneously with Ubertube covering). 2 Bots can score triangle & square simultaneously. If you don't think you can get 1 logo yourself, start with 2 (even 3) scorers on same grid, but stay in communication. Conversely, of course finish the 1-2 current (top row) logos before starting a new one.
*Which brings me to another important point: listen to Paul Copioli (217). Also, 1114, 71, 148, 67...