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#1
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Basic Defense in FIRST STEAMWORKS
Over lunch today I had a bit of spare time and decided to write up a document on the basic defensive elements of FIRST STEAMWORKS. Please excuse any editing errors - I wouldn't be surprised if there are a few.
These plays are speculation based off of sightlines provided by Sam Fuchs of 236. I have not been on an official field, and it is possible that I missed some element that could limit the potential of these plays. Based off of lengthy gear cycle times, these strategies could be pivotal in matches where the opposition might be close to getting a ranking point in quals, or 100 points in elims (and 40 points for the spinning rotor). Enjoy: You can view the document by clicking here. |
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#2
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Re: Basic Defense in FIRST STEAMWORKS
Wow thanks! This is really helpful for some of use newer teams who might be putting some more focus on defence because our scoring mechanisms may not be 100% reliable. Defensive play gives us the flexibility to still contribute, despite our primary focus on cycling gears.
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#3
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Re: Basic Defense in FIRST STEAMWORKS
That looks dangerously close to the retrieval zone. If 2013 is any guide, you'll be the one getting G13 tech fouls when offense pushes you in. I'd play it a bit farther back in the neutral zone.
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#4
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Re: Basic Defense in FIRST STEAMWORKS
Quote:
Sure, some drivers might not execute this well (an excellent reason to practice driving!). This isn't meant to be a "freebie" strategy. However, what this strategy does is create the potential for you to upset: A. RP, 40 points, potentially more depending on how many gears they get on B. 140 points, potentially more depending on how many gears they get on I would strongly suggest that the risk is more than worth your time for the 140 points you might prevent in eliminations. See this diagram: ![]() The red lines indicate the areas in which I feel that it is most appropriate to play this defense for the retrieval zone route (remember what I said about the tip of the retrieval zone). I'm not quite sure to what magnitude you're suggesting robots play into the neutral zone. If you play too far in you'll get to a point where the airship is no longer an obstruction, and you have to prevent a robot from getting by you when they have the entire width of the field to do so. Hopefully this clears things up. Quote:
Last edited by g_sawchuk : 13-01-2017 at 08:20. |
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