My Pictorial Explanation of How I Think Back Play Could Be Improved
As I stated in the opening post to this thread I think there should be a lot more emphasis on the two pivots in attack:
- The Scrum Half
- The Fly Half
Having played in the latter position myself I know that it is a position where you command the team, and where everything happens. You choose the moves, you execute them, and you live or die by your decisions (not literally of course!).
Anyway so these are my ideas for how I think it could be improved.
1. Full control of the Fly half while the ruck is being contested as to the next play.
In the previous ***les you had the d-pad which gave the options for various moves in attack, one of which was always the deep kick formation. My idea is that instead of having to choose a specific play for how you wish to attack, you should control the fly half as the whole attacking formation. Maybe fig.1 will help further explain:
fig.1
In the first picture the fly half is stood in a normal attacking position ready to recieve the ball for the next play. However by moving him around you can change the point of attack and the supporting backs will follow accordingly. In the second picture it shows how if you move deep the supporting backs will assume the formation for a kick and line up flat ready to chase.
This therefore opens up the possibilities with more skilled and less skilled teams as Dan Carter would need less space to kick whereas a less skilled fly half may need to sit deeper to ensure a better kick.
2. Attacking Tactics and Mentality
In the latest Fifa (and yes, I know I bang on about it, but it genuinely is a class game) in attack there is a slider you can adjust to change the attacking mentality of your players. It varies from Ultra Defensive - Defensive - Balanced - Offensive - Ultra Offensive. This means if you are chasing a game by setting ultra offensive your players will make more runs and more players will be thrown up the pitch. Likewise ultra defensive will camp your players infront of your goal.
This is another idea that I think could definitely be executed in Rugby 2012 for attack as shown in fig.2:
fig.2
As the fly half you can set how deep/flat you would like your backs to be. Got a fly half with a bullet of a pass? Set the attackers flatter and exploit it so your recievers get the ball right on the gain line. Got a 12 who is a beast? Set the attacking line deeper and give him the ball with space so he can build up as much momentum as possible to hit into the defensive line.
3. More/better control over the scrum half
In the previous ***le the scrum half was a pretty boring position because all he really did was pass, as the run function was badly implemented meaning you got smashed every time. It didn't matter if you had Du Preez or Matt Dunning as they essentially only did one thing - pass.
fig.3
Fig.3 shows pretty much the same controls on the last game but instead of a face button I thought it would be better to have a shoulder button to do the snipe. The major gripe I had with previous ***les was that the snipe animation took you straight into the defensive line no matter what. I would prefer if when you picked the ball up you had the choice of what to do - you could run across the defensive line and feed a runner, snipe through a gap or pass to the 10. Many SH do take a little run before they feed the backs to suck in fringe defenders.
For this to work there needs to be a much sharper, quicker animation for the SH picking up the ball to give the player the needed time to make these decisions. This would then actually seperate the quick-off-the-base Du Preez from the slower SH.
4. Involve the forwards more!
I know everyone is crying out for this as it has been quite neglected in the previous ***les. Although you do have the option to feed single forward right on the fringe there were no other options apart from that. I say: keep the single forward fringe player but also add this:
fig.4
Its a common sight in modern rugby - the forward pod. By utilising this you can set up a forward oriented ruck or maul which, as there are multiple forwards already there, you have a high chance of winning. Teams use this to ensure another clean phase of possession in another area of the pitch. Maybe to set up a set play or to gain better position for a kick. I believe this would a great new dimension to the forward 'game' and allow many players to have different styles of play to suit their team. An added advantage is that it can be an area to actually include
deliberate mauls as they were absent from the last game - an extra platform to form an attack.
5. Give the fly half freedom in set plays
When a set play was initiated in the previous ***les you were just taken along with the current on a semi-jogging, half assed set play - half of which were completely useless. I really believe that there should be 100% control given to the fly half. I know having played there, as im sure many others will have too, that when you call a play it doesn't always go the way you planned. The pass may be slower from the scrum half than you expected, the defence may be set up differently or more agressive or your backs may not be set up.
This means you have to read the play
on the fly. The set plays should all there as in previous games but you should be able to choose what to do as the fly half:
Here we have a simple 'dummy switch - pass'. The outside centre should recieve the ball and crash up into the defence. If you're playing as the fly half and you want to do the play as it is you should have to recieve the ball with the 10 and run the angle across the dummy runner and then pop to the 13.
However, if you plan to do the move and see the opposition charging up on the 13 why shouldn't you be able to instead switch with the 12 and change the direction of the attack? Or why shouldn't you be able to run through a gap if you see it with the fly half?
Playing that position is all about decisions! Decisions, decisions, decisions. You make the right one and score a brilliant try to outwit the defence - what a feeling that would be! Just imagine how much extra depth this would give to the game.