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#10 |
Beloved Shadow
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MESPN Guide to the Groups
With the release of the rosters and groups, football fans are clamoring for informed football experts to weigh in on the new look of Arda Cup. We are ever at the service of the football viewing public, so here is the best early breakdown that our experts at MESPN could put together. GROUP A at Michel Delving ANGBAND- Most people know what to expect from this high-paying squad. With Morgoth and a trusty Balrog anchoring the defense in front of Carcharoth, and Ancalagon and Telvildo up front, Angband will be looking to transition quickly from defense to offense, and probably won't ask their forwards and defenders to help each other much- with the exception of Morgoth of course, who cannot help but be involved occasionally on offense- particularly on corners and free kicks. He's a big target with lots of power, similar to Ancalagon, and thus teams will have to account for both of them. SHIRE-BREE UNITED- This SBU squad is quite diverse, featuring a hobbit, an elf, wraiths, men, and whatever Bombadil is. Most of them signed for modest amounts- particularly Bombadil, who has always been a bit weird in monetary matters. Their strength up front looks good, and they're all good passers, so look for SBU to play the possession game and earn themselves clever openings. THE DOWNER- This squad got outscored 9-3 last year and was not much respected, as their antics far exceeded their ability to compete. Soap Pope hit opponents with his hat, Philip Hampton openly kicked opponents in the rear, Fillis brazenly tackled players from behind by grabbing their ankles, and captain Hookbill was caught with a knife. By far the worst offender was the striker Alien, who lit fire to the field, burrowed beneath the field to bite opponent's ankles, vomited onto opposing fans, ate the goalposts, and tried to stuff an opponent into a microwave! Captain Hookbill says that his squad has grown, however. "Last year was their first time trying to follow rules. There were bound to be mistakes." MESPN would also point out that they were in an extremely tough group last season, featuring two title favorites- Angband and Angfauglith, as well as a talented Hithlum squad. TOL IN GAURHOTH- These interdimensional beings are contenders every year, whether Wights or Wolves. This year they've been forced to go with a mix, as their Wight-Wolf forms were considered an "unfair competitive advantage", and Arda Cup perplexingly extended the ban to include a limitation on their WereWolf forms. Look for TIG to rally around their four Wolves. Their keeper will be a Wolf to increase his agility and reaction time. One defender will also be a Wolf in order to nullify the star-scorers of other squads with speed and size. NogWolf and PhantomWolf up front have great leaping ability and powerful kicks, so TIG will look to them for finishing plays. GROUP B at Weathertop ARNOR- The hardy Dunedain of the north are back, but this year alongside their forefathers Elendil and Isildur. Expect them to play their usual tactical style- changing methods frequently to suit the opponent and situation. Elendil’s size might be utilized on set plays, and prideful Isildur is likely to demand involvement up front. INTER BELERIAND- Maedhros-captained teams are generally balanced nicely, with everyone expected to fulfill their assignments. The Balrog at the back should provide a nice counter for big powerful scorers, and the athleticism and teamwork of Maedhros and Fingon is always a weapon. ERIADOR- The high-paid homeside features players that excelled last season, Elrond and Glorfindel, and they are supported by the flexible and fundamentally sound Dunedain, as well as the dangerous striker Witch King of Angmar and Elrond’s old friend Gil-galad. Look for Asfaloth to match up against speedy strikers, while Malbeth will be free to float where his inner eye sees fit. GONDOLIN- Getting the ball to the double $20 million strikers at the front, Gothmog and Maeglin, is the focus of this team. Duilin in particular will be asked to feed the pair on corners and the like, but in the normal flow of the game expect a lot of hopeful longballs to head their direction, particularly at Maeglin. The deft craftsman has a first touch and ball control skills that rival nearly anyone. GROUP C at Moria ANDUIN- The wise Celeborn will organize the defenses here, and he will certainly be assigning Fram to neutralize the more monstrous strikers, as he seems to have a knack for it. The midfielders will be called into defensive service as well, as it is the first focus of the squad. When on offense Anduin will be careful not to open themselves to dangerous counters, but will maintain possession and send the ball back as necessary. The boldness and big boot of Boromir II, the accuracy of the opportunistic Haldir, and the toughness and size of Grimbeorn will be called upon to get the ball in the net. DWARVES UNITED- This dwarf-centered team lacks height in many positions, but they will be tireless and tough and always give good effort. Look for the skilled foot of Telchar to be utilized as a feeder, but ultimately their offensive fortunes will likely depend upon sharp-shooter Legolas. On the defensive end, expect Aule and Celebrimbor to match up one-on-one with the best the opposition has to offer. The Vala has good size and is an unexpectedly good mover, while Celebrimbor is nearly a copy of his quick and agile father and grandfather (Curufin and Feanor). When in desperate need of a goal, the star defenders may come forward to aid the offense. EREBOR- The most expensive squad east of the sea is quite diverse- great eagles, kings of men, a dwarf king, an elf king, an orc king, a bear-man, and a dragon. The eagles at the rear don’t have the best ball skills, but they’re lightning quick and good at getting in the way. Smaug is the big striking threat and his support are pretty good at finding their mark, and the midfielders will feel free to come up on the offensive side, as the speedy eagles can get back down to their own goal to defend swift enough to thwart any counter. WILDERLAND- This squad’s success will depend upon their ents at the back end. Elwe, Galadriel, Orome, and Scatha at the front provides a threatening attack capable of quick strikes and slow builds. At the back the ents have power and size, but their speed can ebb and flow as they are roused. This means that match-ups could play a big part in things, as they defend certain types of athletes better than others. GROUP D at Armenelos ARMENELOS- The men of Numenor always field a strong squad, and most know what to expect looking at the names. Ar Pharazon and Ar Adunakhor both are good finishers around the net, and possess big legs from a distance. The rest of the squad is large and strong and they do not make mistakes in positioning, nor do they make bad passes. This should provide good support for their strikers. TIRION- Thorondor at the rear should be an asset against dragon-strikers and the like, while the athletes up front should work very well together. Ingwe, Aredhel, Finwe, and Eonwe are all great ball-movers, and all of them are capable of accurately slotting the ball home if given the opening. Their corners and more distant free kicks will generally be sent in by the iron leg of Mahtan. FC VALINOR- This pricey squad features the relatively new attacking duo of Celegorm and Curufin, that proved themselves dangerous last season. This time they have Yavanna, Idril, and Argon backing them up, so they should get the ball on their foot plenty of times. At the back Nahar is there to neutralize especially large or speedy threats, and Maglor is a skilled conventional defender, and the both of them have the leg to send it downfield in a hurry to the dashing forwards. REAL VALINOR- Everyone knows that Nerdanel and Miriel are swift, deft, and crafty on the offensive end, capable of getting the ball or themselves through about any mess. Arien is an excellent finisher and thus compliments them well. At the rear Tulkas is protected by the solid Nienna and Caranthir, and Tilion too, though at times he will be called upon to move forward and support the attack with his accurate booming kicks. GROUP E at Grey Havens HITHLUM- This squad definitely spent their money up front, signing the tall and powerful Hador, the enduring and athletic Hurin, and of course Mr. Golden Boots- Turin Turumbar. The size and speed of Arroch at the rear should help counter certain offensive threats, and Morwen and Nienor will be good support for their family strikers. Look for Hithlum to get the ball into the offensive zone and keep it there. THE HAVENS- This squad has a decent mix of known players up and down the roster that were willing to sign for perhaps a bit less than they could’ve commanded. The brothers Aegnor and Angrod with their friend Andreth should provide solid support for the towering Tuor and excellent skill of Earendil, and Olwe and the defense in front of Cirdan will do what they can to get the attackers the ball early and often. THE SEA- The Numenorean-led offense ought to mix well with captain Ulmo’s overall strategy and defense. The team puts defense first and looks to possess the ball and build strategic pressure and swiftly execute when an opening presents itself. VALIMAR- Manwe’s squad will play a similar style to The Sea, but will probably be even more conservative when leading. The Ainu-based squad looks to benefit defensively from the youngest sons of Feanor, who should help the sometimes plodding Valar when facing quicker athletic opponents. GROUP F at Isengard IMLADRIS- Just as under Elrond, Imladris will be defense first. Varda will be asked to erase the big threats, while Erestor and company (along with the midfield) will position smartly in front of the stellar Elros. Elladan and Elrohir have always worked well in support, but they will be asked to step up and put it in this year. ISENGARD- These guys will spread out and look to move the ball around. Caradhras will be depended on to hang back and use his winds and blinding snow to protect Ugluk in goal. The big and bendy Quickbeam excels on headers while Saruman has the skill to do whatever the situation calls for. Expect Treebeard to send forward the longer kicks from time to time. MISTY MTS- With the three trolls and the Watcher, MM ought to be equipped to deal with big bruisers- dragons and the like. Chief Wolf will have to pick up the slack against quicker athletic sorts. The displaced elves, Orophin and Rumil, along with the skillful Narvi, should be good movers and feeders in support of the strikers up front- Azog and Durin’s Bane, who both possess great finishing power. ROHAN- The defense in front of Theoden should be able to handle about anything. Shadowfax and Felarof possess great strength, speed, and size, and so should be able to pressure any offense. And pressure will be their game, as they also possess the legs in the back to retreat for any counter, and so the horses will come up to support the Gandalf-led offense whenever possible. Helm Hammer-head is a well known finisher, and Eorl is a great multi-purpose athlete up front. GROUP G at Nargothrond ANGFAUGLITH- With three Balrogs protecting the webs of Ungoliant, defense is obviously the focus of this squad. They will be looking to strangle the opposition, and depend upon the aerial speed and vampire strength and agility of Thuringwethil up front to make a play for them on the offense. AC BELERIAND- The hardiness and athleticism of Fingolfin and Ecthelion will help the great steed Rochallor on the defensive end enough to allow the attackers to stay up and look to flip the field on short notice. The craftsman Eol and Feanor are known for their great ball skills, so long balls are always a danger to the opposition, and the solid Beren will always be there to support them. DORIATH- Melian, Luthien, Mablung, and Beleg obviously proved themselves in last year’s title. This year’s team is more defensive however without the size of Elwe and speed of Carcharoth to counter the firepower of the opposition. The midfield supported by Melian should be good at working it forward carefully, and Luthien and Beleg’s offensive skill in support of Mablung of the heavy-boot up front ought to be effective. NARGOTHROND- This squad is very top-heavy, with all the double-digit salaries at the forward and midfield. They’ll be looking to score early and often. Glaurung is the big-hitter, but everyone behind him can both assist and score to make the defense be honest. GROUP H at Minas Morgul BARAD-DUR- Sauron’s surprisingly cheap squad will play a quick-strike style, pressuring the ball and trying to get it to their captain as many times as possible. The offense will run through the Dark Lord of course, while the Mouth will be left to organize the defense in front of the bulky Mumakil. Castamir and especially Beruthiel will be charged with putting the ball on Sauron’s toe. GONDOR- This king-laden team will play in the classic Dunedain style, with the whole squad moving fluidly up and down, maintaining smart spacing and keeping the ball moving. Eldacar might make a run every so often, but the offense will generally be a mass attack. MINAS TIRITH- The Tower of Guard has a very even squad, with heady play, good size and power, and unified chemistry up and down. The team will never restrict themselves to their area, but will always be ready to push forward or fall back in support. They will run their set plays with very interchangeable parts. MORDOR- Economical and balanced, team Mordor is anchored by the steady Nazgul that provide the glue up and down the pitch. Shelob is a big load to handle at the front, while the Fellbeast at the back provides a sizable and swift stopper.
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