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Old 04-28-2012, 01:19 PM   #85
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MESPN News: Team Guide Part 1
The Phantom

In this team guide our readers can learn a bit about the general habits and play of all the teams in Arda Cup 2012. It doesn't say much in the way of predictions, but it might be helpful for picking phantasy squads and the like all the same. Happy reading!

GROUP A

ANGBAND- Morgoth and his Balrog will hold down the defense in front of the solid guardian Carcharoth. The midfield will be asked to flow back to front, with Telvildo and Ancalagon always ready to launch the attack at the front. The ball is likely to go through Telvildo quite often, and everyone will always be looking to Ancalagon as a finisher. He isn’t the quickest to change directions nor does he have craftsmanlike ball skills, but he’s very fast and has as powerful a strike as anyone, and obviously he’s a very big target. Morgoth will take the occasional free-kick or corner, and both he and the Balrog are priority targets on such set plays.

SHIRE-BREE UNITED- This side will look to possess the ball at the front and play a lot of one touch ball to keep the defense running. Strider, Khamul, and Barrow-Wight are all solid distributors and finishers with decent speed and size. Bombadil historically plays inconsistent ball, but when his head is in it he has shocking speed and agility and finishing power to match.

THE DOWNER- This entire squad plays in a Bombadilish manner, inconsistently competing. Saucepan Man and Lalwende MP are fairly good about showing up, and both are decently skilled, but the spotty Hookbill is the preferred man to run the offense through, and the similarly untrustworthy Alien is the most dangerous finisher when his head is right.

TOL-IN-GAURHOTH- The Wights of TIG are always tactical and solid and play as a team. The Werewolves at the front, NogWolf and PhantomWolf, provide difficult matchups with their speed and physicality. On corners and such very few can challenge the leap of a Werewolf. Both have massive finishing power as well, with PhantomWolf particularly being a free kick specialist. Defender NilpWolf will push up in support when he can, as he has the speed to get back. In matches with particularly athletic strikers he will be tasked with hounding them. ShastaWolf in goal will be tough to get past with his Werewolf reflexes.

GROUP B

ARNOR- These guys will be flexible and play according to the moment. They don’t make mistakes on defense and Arvedui provides a quality final line. Isildur is the sort likely to demand touches up front, and Araphor has a history of late-game heroics. Elendil will be a big target on corners and the like. Free kicks will generally be handled by Isildur.

INTER BELERIAND- The midfield will be looking to feed Fingon and Maedhros at every opportunity. They both excel at teamwork and are great finishers. Maedhros is the big target in the middle while Fingon generally sends the kicks in. The Balrog at the back will come up and use his size and power in support when necessary.

ERIADOR- Elrond is as good a keeper as there is. Asfaloth will be tasked with defending large and/or fast strikers, while Gil-galad will occasionally send a kick into the box or be targeted on such a play. The Witch King is the always present target for finishing, while the speedy and deft Glorfindel is a slightly bigger threat for getting released behind the defense on a counter.

GONDOLIN- Rog is quality and there are some good athletes on the defense, but the money here is in the front. They’re going to try and work it to Maeglin and Gothmog as often as possible, whether through possession or through speculative long-balls. Gothmog is a huge powerful target and fast to boot, so he’s a threat on set plays and breakaways. Maeglin “sharp-boot” has spectacular feel and control to match his agility and will nearly always beat his man with the dribble one-on-one.

GROUP C

ANDUIN- These guys play defensively in front of Amroth and with Celeborn and Fram defending they can match up with quality strikers. Fram likes to stick his foot into the offense with long strikes and crosses, but if the opposition has a particularly monstrous striker his attention will be diverted. Anduin will use their midfield to possess and look to feed the powerful Grimbeorn. The quick and accurate Haldir is a particularly good passer, and also will snipe when the opportunity is there. The valiant leg of Boromir II will handle free kicks.

DWARVES UNITED- This team is defense first, and will try and counterattack with Celebrimbor and Aule rushing up in support when necessary. The craftsdwarves Telchar and Gamil Zirak are particularly good feeders, as is Aule when he’s in play, and of course Celebrimbor's touch is Feanor-esque. Legolas has a highly accurate strike and is difficult to keep up with. Free kicks will be split between him, Celebrimbor, and Aule depending on the distance and angle.

EREBOR- Beorn can cover a lot of net, and with three speedy eagles in the defense Erebor will not be outrun on a counter. Girion or Gwaihir might occasionally lend some pressure up front. Thranduil and Nazgul 7 are both accurate team player passers and decent finishers, Bard and Bolg are both offensive minded powerful shooters, and Smaug is obviously a giant target up front that can outmuscle defenders or outfly them on breakaways and has a thunderous tail-strike.

WILDERLAND- Great Warg has excellent reflexes in goal while the Ents protecting him have the size and strength to match powerful opponents. Oropher will be tasked with defending more agile opponents, as the straightline speed of the Ents doesn’t necessarily translate to direction changes. The defenders will look to get it to the front four as often as possible. Elwe, Galadriel, and Orome are all proficient in every aspect of offense, so they will work it with each other and also look to involve the giant tail of Scatha whenever possible.

GROUP D

ARMENELOS- The Numenorians will be organized in front of Tar Atanamir like always. The team will move as a whole up the pitch to attack, with Tar Telperien and Tar Palantir always ready to send it all the way forward should the opposition be lax in setting their back line. Ar Pharazon and Ar Adunakhor will be the ones making the dashes forward, and when the offense is established in the zone they will be the primary targets as well with their knack for finishing. Corners will alternate between Tar Ancalimon and Tar Miriel, while the direct free kicks will be split with Adunakhor and Pharazon.

TIRION- Finarfin and his defenders want nothing to do with the ball, and will be sending it forward soon and often. There is a great collection of aggressive athletes at midfield and forward that will be looking to charge forward at all times. Eonwe is the biggest target in the middle, but he can play dashing style offense as well alongside the accurate and powerful Finwe and the always skillful Aredhel. The pintpoint iron leg of Mahtan will generally send kicks in.

FC VALINOR- The wildly successful Huan will have ample protection, with the mighty steed Nahar handling particularly big and fast foes and Indis and Penlod supporting. Defender Maglor will be slightly more offensive minded, with the sure foot he inherited from his mom and dad. He will help Irmo, Idril and Yavanna in the midfield with the possession, while Argon will be asked to send in corners. Celegorm and Curufin will perpetually be looking for a release behind the defense, or to help each other do so.

REAL VALINOR- Tilion and Nienna will be matching up with powerful strikers at the back in front of Tulkas. Caranthir will occasionally be asked to erase an opposing athletic striker, but he will also be asked to be involved in the possession a lot. Tilion will provide a big target for occasional set plays. Nessa and the midfield will feed the famous trio at the front. Nerdanel and Miriel have fine accuracy matched only by the likes of Feanor, so they are proficient close-range finishers and perfect passers. Arien is the big gun up front, with flashing speed and scorching power.
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