Too Many Chiefs. Too many leaders with experience will end up more convinced of their personal preferences than newer players who are more willing to listen and take direction. Thus, you get “high level” arguments that end up personal too often.
Too Many Players. The more players the exponentially more difficult organization becomes. The greater the likelyhood someone sometime is going to go missing, the harder it will be to notice, and the much higher probability that some players at some point are going to poison the team environment with bitterness, pride, etc.
Anyone have any other thoughts on what to avoid in regards to creating a Grudge Team~?
Lack of Communication; need people willing to spend time to read through team e-mails and not just the ones that concern their nation, looking for suggestions and request from others, that’s pretty much how I get my 1st drafts done,
As goes the Team Captain, so goes the grudge team. The intangables of ‘good judgement’ and ‘leadership’ are not easy to come by. We all want to be Rommel, but few of us are. The best ME TC I have seen is John Simpson, to whom a six year victory streak is attribituteable.
the first requirement for a functioning grudge team is that egos fit together and members respecting and not carrying some hidden grudge (pun not intended) against each other. this will inevitably break out at some point, usually when critical situations come up, which is most counterproductive
the second requirement is that tasks are distributed among the team. the TC doing all the work will most certainly lead to his frustration at some point. jobs to delegate can include:
artefact location and retrieval
curse squad organisation
agent squad organisation
keeping track of camp location claims
dragon recruitment (if DS)
regional strategists
the third requirement is that all players agree on a grand strategy before the game starts. and keep to that.
the fourth requirement is that there is enough time for strategy discussions. people need to throw in their ideas early enough for others to react and comment. and everybody must be willing to accept majority decisions.
In our grudge team, most of these things work out perfectly, except point four, because we use to end up in hectic last minute discussions every now and then but we are working on that.
Drew, you seem to be doing great as a TC. Keep up the good work!
Praetorians will be a much more interesting challenge than prior teams we’ve faced.
Kim - we expect you guys to really test our mettle! A pre-game toast to you and your team: May we all have loads of fun in this upcoming battle of strategy, coordination, creativity, knowledge and wits!
Thanks guys, much appreciated. I must admit I think this is an interesting thread and must get around to posting my thoughts. My first thought is I like to see the positive, so rather than “Grudge Mistakes” I prefer to think of this more about “What makes a good grudge team”.
I’ll try and post my thoughts this weekend on “What makes a good grudge team”
Kudos on this post… without a central strategist or big picture guy keeping focus delegated and using the skills of his teamates and thier passions then the whole team will suffer and distengrate…
Only thing i should add is discussing new player roles for future games to help increase player developement… If the team captain has enough respect of his teamates then I believe enough a losing team intially could become one of the best eventually…
You can learn a line in a win… But an entire book from a loss…
Well, I’m not much for bragging
But the core players of Praetorians; myself, Martin Dylewski and Mike Sankey have played ME since 1992 and played Grudge games together since 1997 I believe under different names and with different players attached. We have also won all our games, but perhaps this may change for the upcomming battle…
We are very excited to see what Veta Schola has to offer of nice strategies…