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If you can reliably level a guy up without significantly lowering your chances to score, by all means do it. Leveling players is great, but the aim of the game is to win (especially true in scheduled leagues). Never go too far out of your way to accomplish the above. 3 SPP means he'll need 5 to level up, which means he'd level up on an MVP. If a guy needs 8 SPP, and there's nobody else who can make use of a touchdown, maybe give this guy the ball. If a guy needs 1 SPP, try to complete a pass. Obviously if a guy needs 3 SPP for a levelup, and he can reliably score, try to make him your ball handler for a drive. With bashy teams there's a lower chance, but still a chance. Turn 8/16 with no possible chance for either team to score), always attempt a pass after doing all your actions. He'll get a lot more kills early on and give a lot of SPP. If you're going to make one of your blitzers into a killer, give the first one MB -> PO (MB -> Claw -> PO if Chaos). If multiple pieces are in range to blitz a low armour piece and none of them are the obvious candidates due to Block or Tackle or something then why not use the one on 14/16 rather than the one on 21/31? You only stand to gain here. It goes without saying that you should try to pass with players who are 1 SPP from leveling, but also if it pushes them into the 1 MVP to level bracket, or the 1 TD to level bracket or 1 Injury to level Bracket. If you're making a Vanity Pass make sure the player who makes it can benefit from the 1SPP if possible. However even if you only have two potential Ball Carriers/Blitzers/Scorers etc in a given turn it's still important to think about which one would benefit most from the SPP if both are in a good position. This is most easily achieved on Elf teams or other teams where any piece can do any role to some extent and you can be very flexible about your approach compared to teams like Undead where each piece has a more specific role. However one thing you can maximise while balancing the playing to win firstly principle, is efficiently spreading the SPP you do get from the game to the most effective players to have it on. Is ultimately not worth the risk it offers unless you're so far ahead because they only have like 3 players on the pitch or something. You're right in that it's very hard to play in such a way that you significantly increase the amount of SPP you get out of a match compared to playing normally without significantly impacting your chance to win the game.ĭoing things like passing every single turn, and scoring on turns that give your opponent plenty of turns to score themselves in the slight hopes that you might get lucky and they mess up a roll or make a msitake that lets you steal the ball and score again in the same half.
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