Played a game with the updated rules. My brewers versus buddies masons. I was kicking team and him receiving. He only has the kickoff so I prepicked my 6 since I already knew his 6. buddy decided to put marbles and brick on the center line to make a nice counter charge bubble. This lead to a little confusion if counter charge could be done when I jog up for the kick off, we decided no because we aren't in "turns" yet. We did not use a clock for this game as we wanted to try to do best activations versus clock influenced ones. line up was
Masons : center line brick and marbles, 10 inch line honor and flint, goal line harmony and mallet
He liked his players farther up, linked activation was nice to get around harmony backward position, and the front line helped to protect his back line.
Brewers: center line mash and Hooper, Friday kicked off with esters on the 10', and scum and spigot 1 on goal line.
I liked having mash and Hooper up more as mash is now threatening snapshot range. Deciding on who to put on the goal line was tough I can circumvent scum with call the cat but the other felt stranded, esters might have been the better call.
We both felt first activation was more interesting, especially with the other player having a momentum to keep them honest. He chose to engage mash with brick, which let me try to steal the ball but a botched pass led to a big fight.
Highlights of the game: turn 1 flint steals ball and gets into position to threaten goal next turn as he's 1 influence short from superior strategy goal. I catapult Friday into honor trying to set up Hooper, which he counters with marbles but this opens a tooled up esters to drop double aoes on Honor which brings her down to 5 to ( 6 from both aoes, 3 damage from Friday charge, and another 3 from poison and burning).
Turn2: mason wins initiative and flint builds momentum off scum to dodge away and kick a screamer. I try to kill the ball to the right and sigot tools up esters. Honor comes in to try and finish Friday falls short, but linked activation seals her fate. I respond with super sayian3 esters and engage both honor and harmony. Bonus time attack deals the 5 to take out honor and I farm momentum through the next four taking out Harmony also. Brick and mash fight each other, I bring scum to engage flint.
Turn 3: masons win initiative again and my kill ball strategy fails as he brings back both by fast ground close to Hooper. He's one influence short on harmony from a linked activation steal ball pass to harmony dodge, sprint, dodge and kick goal. But gets honor threatening a goal with only spigot close enough. I make some inconsequential activations while mallet and brick pin esters down dropping her to 4 boxes. I heal her back to 12.
Turn 4: masons win initiative again. Brick wastes gluttonous and puts her back to the ground. I try setting up a mash snapshot involving a Hooper pass followed by Hooper charging honor for a 6 point activation. But I am short of doing both and botch the pass again. Hooper is spending too much time trying to be a striker. Esters gets taken out, followed by honor killing spigot game ends 12-6 ( I kill flint at somepoint) masons.
TLDR: I like the differing deployment it creates new strategy and team comps. Like wanting to bring mash more and threatening snap shot right away. I think it's a little much for newer players especially if you try to time it, as you lose time drafting your team now, and turn 1 is more analysis paralysis with everything you could do. The momentum for kicker feels mandatory for this format, otherwise too much the receiving team can do. I haven't tried the alternating draft style, but can see how the receiving player can steal the center of the board effectively.