Beloved Shadow
Join Date: Jul 2002
Location: The Stadium
Posts: 5,971
|
(special report continued...)
GROUP E
Erebor (94)
GK *Beorn (12)
DF Thorin (5)
DF Meneldor (8)
DF Landroval (8)
DF Girion (8)
MF Dain (5)
MF Brand (3)
MF Bolg (9)
FW Bard (8)
FW Nazgul #7 (10)
FW *Smaug (18)
MESPN Take: A winged dragon provides a matchup problem for many teams, but Misty Mts has a natural stopper in Gwaihir. Eriador and Wilderland on the other hand have a couple good tools on defense, but they’ll have to depend more on stopping Smaug’s feeders, which Wilderland might struggle to do without extra defensive commitment. With twin eagles on their defense, defensive teams aren’t going to be able to beat Erebor on a dash forward, but Eriador will be able to build slowly with precise passing, and the Elves and Narvi in the middle for Misty will do that as well. Having Beorn at the back, who has at times looked very good, may make the difference.
Eriador (103)
GK *Elrond (20)
DF Asfaloth (4)
DF Arwen (10)
DF Aragorn (10)
DF *Gil-galad (13)
MF Araphant (5)
MF Arador (4)
MF NogWight (6)
MF Arveleg (8)
MF *Glorfindel (13)
FW Isildur (10)
MESPN Take: With the defenders they have in front of Elrond they threaten to shut out anyone, but they’re in a group where each team has as primary striker a dragon or a balrog, so it’ll be a test without a bona fide beast-stopper (though Asfaloth will be quite helpful in some instances). Eriador will likely control possession more than any of their opponents, and is the least error-prone, and they have the most consistent goal-keeper in the tournament, so the main focus will be keeping the ball off the scales of the dragons (and balrog).
Misty Mts (76)
GK Chief Wolf (3)
DF Caradhras (7)
DF William (4)
DF Watcher (5)
DF *Gwaihir (11)
MF Great Goblin (5)
MF Orophin (6)
MF Rumil (6)
MF Narvi (6)
MF Azog (8)
FW *Durin’s Bane (15)
MESPN Take: Durin’s Bane is a big, fast threat up front, and with the power of Azog also a scoring threat and the Elves and craftsdwarf supporting them it will be difficult to keep them from scoring. At the rear they’ve got some bruisers, one of which (Gwaihir) is lightning fast getting back and forth, but that won’t serve them quite as well against an attack like Eriador.
Wilderland (75)
GK Great Warg (5)
DF Finglas (3)
DF Skinbark (3)
DF Oropher (5)
DF Radagast (11)
MF Fimbrethil (3)
MF Iminye (4)
MF Imin (5)
MF Nazgul #3 (8)
FW Thranduil (14)
FW *Scatha (14)
MESPN Take: A dragon is always useful, but ground-bound as he is Scatha will be more manageable than Smaug for Misty Mts (who have some big bodies to put on Scatha). But he’ll still be a problem at times for Eriador, and maybe for Erebor, as on the ground their eagles can get out-muscled. Against Misty they’ll be dependent upon Thranduil and their Nazgul to outmaneuver the defense. Smaug and Durin’s Bane will give them some trouble, but the presence of two Ents at the back will keep them from being bowled over, while Oropher and Radagast will provide good possession support and help with more standard attackers.
The MESPN Forecast: After their runner-up performance it’s tough to leave Eriador out, and they are solid across the field and accentuated with talents like Glorfindel and Elrond. The other three are somewhat similar, in that they all have a large dangerous attacker to be targeted on crosses and convert free kicks, and they all have somewhat diverse defenses, which perhaps makes them better suited to play one another. It’s tempting to just go with Erebor for the second slot since they made the semifinals last year, but the departure of Thranduil to Wilderland makes their support of Smaug less dominant. Wilderland has the benefit of Radagast spear-heading defensive efforts, while Misty now perhaps has the most solid midfield. But Smaug probably remains the biggest goal-scoring threat, while Glorfindel is the best all-around offensive tool. And then there’s the possibility of Scatha, Smaug, or Durin’s Bane having a dominant game and edging out Eriador. It’s a tough group to call.
Eriador: 65%
Erebor: 50%
Misty Mts: 45%
Wilderland: 40%
GROUP F
Minas Tirith (76)
GK Denethor II (7)
DF Earnur (7)
DF Ecthelion II (7)
DF Firefoot (3)
DF Cirion (7)
MF Earnil II (7)
MF Tarandor (7)
MF Telumehtar (7)
MF Mardil (7)
MF *Eomer (10)
FW Boromir I (7)
MESPN Take: The White City has a solid midfield and defense that excels in working in harmony together and flowing seamlessly from attack to defense, but it won’t be an advantage against The Sea, as they are similar only with a couple of greater talents to punctuate their effectiveness. It will be more of a plus against Tirion, but then Tirion has the speed and precision up front to force Minas Tirith into greater defensive commitment. Firefoot will probably be useful against Glaurung, and MT is good enough on offense to force Nargothrond to give help at the back, whereas if their attackers were turned loose MT might have problems.
Nargothrond (89)
GK Orodreth (10)
DF Guillen (4)
DF Baran (3)
DF Arminas (4)
DF Barahir (7)
MF Beor (7)
MF Nienor (6)
MF Finduilas (9)
FW Gwindor (10)
FW Finrod (14)
FW *Glaurung (15)
MESPN Take: With a solid array of forwards and midfielders Nargothrond has an attack to make anyone feel nervous. Glaurung is a nice weapon to have up front, but The Sea should be well prepared, as Osse and Ulmo both have the size and strength to not be entirely overpowered, and goodness knows they don’t fear fire. And Firefoot of MT will blunt his effectiveness as well, not to mention MT’s team defense denying him touches. Their defense doesn’t exactly scare anyone, so they’ll have to rely on owning the ball, not to mention the other team’s fear of letting Nargothrond loose on a counter. The trio of Finwe-Aredhel-Mahtan will be particularly difficult to contain without help.
The Sea (100)
GK Hyarmendacil (8)
DF Osse (9)
DF Salmar (9)
DF Uinen (9)
DF *Ulmo (17)
MF Tar Cirytan (7)
MF Voronwe (7)
MF Tar Meneldur (7)
MF Veantur (7)
MF Tar Aldarion (8)
FW Tar Minastir (12)
MESPN Take: Similar to team Armenelos (where five of their players hail from), much of the strength of The Sea rests in their lack of weak links, and their habit of offering no tactical or personal mistakes to capitalize on. The quickness and grace of the Nargothrond and Tirion attackers will likely force The Sea to be more conservative. They should be able to hold possession decently against MT and Nargothrond, but the forwards of Tirion pressure the ball a lot, and Feanor’s three sons on defense aren’t exactly passive either, so they’ll need to try a long pass forward more often.
Tirion (83)
GK Finarfin (8)
DF Irime (3)
DF Amrod (9)
DF Amras (9)
DF *Caranthir (11)
MF Anaire (3)
MF Eldalote (2)
MF Rumil (4)
MF Mahtan (9)
FW Aredhel (12)
FW Finwe (13)
MESPN Take: The high talent level and defensive-mindedness of The Sea might frustrate the Tirion offense, but it’s unlikely to be overly shackled against anyone else. Minas Tirith will try to limit them with their own possession and by owning the middle of the field, as will Nargothrond. Tirion’s defenders and Finarfin in goal should be a match for the attack of Minas Tirith, and perhaps The Sea if they’re overly defensive, but Nargothrond has enough weapons that Tirion might have to stay more honest at the back and leave the ball-pressure more to the attackers, though that might slow down the offense.
The MESPN Forecast: If we call it how it is, Minas Tirith appears to be a weaker version of The Sea. Nargothrond perhaps has the most dangerous overall attack, while maybe Tirion’s front three is the most threatening against the specific defenses in this group. Defensively The Sea is probably the most solid overall and can limit Glaurung the most, while Tirion is perhaps best equipped to stop MT and Sea, with the drawback that their midfield can be overcome. Once again, this isn’t an easy group to handicap.
The Sea- 65%
Tirion- 55%
Nargothrond- 50%
Minas Tirith- 30%
GROUP G
Angband (91)
GK *Carcharoth (9)
DF Ulwarth (4)
DF Umuiyan (5)
DF Balrog #1 (12)
DF *Morgoth (20)
MF Uldor (4)
MF Ulfast (4)
MF Ulfang (5)
MF Oikeroi (5)
FW Telvildo (9)
FW *Ancalagon (14)
MESPN Take: Angband is nicely flexible at both ends, with a couple cat-quick attackers supporting the size and power of Ancalagon, who can also get downfield in a hurry. At the back they have another feline, plus the size and power of Morgoth and a Balrog. The only team in the group that on paper looks to pose defensive problems is TIG, as the two Werewolves and Thuringwethil are faster than Ulwarth and Morgoth, perhaps a smidgeon more agile than the Balrog, and stronger than Umuiyan and Ulwarth. As far as teams stopping their attack, Angfauglith has the means to stop Ancalagon with twin Balrogs, and TIG’s Werewolves will give the feline attackers grief, though they can’t do the same to Ancalagon.
Angfauglith (87)
GK *Ungoliant (16)
DF Borlach (3)
DF Gelmir (3)
DF Balrog #2 (12)
DF *Balrog #3 (12)
MF Gorgol (3)
MF Haldir (4)
MF Rian (3)
MF Bor (3)
FW Ecthelion (10)
FW *Gothmog (18)
MESPN Take: Their double Balrogs plus Ungoliant at the back leave them set to handle for the most part any threat thrown at them, while Gothmog-Ecthelion will cause problems at the other end. Imladris doesn’t look likely to stop them, while Angband can throw a Balrog at Gothmog but he won’t best his lord. TIG looks perhaps best equipped on account of Drauglin and the other Werewolves, but individually they can’t match the size and strength, and Gothmog is just as fast. The problem for Angfauglith will be delivering the ball to the forwards, as their midfield is not dominant.
Imladris (69)
GK Valandil (6)
DF Celebrian (5)
DF Galdor (4)
DF Erestor (9)
DF *Varda (14)
MF Gilraen (2)
MF Figwit (2)
MF Lindir (2)
MF Arahael (5)
FW Elladan (10)
FW Elrohir (10)
MESPN Take: The defenses they’ll face in this group will make for tough sledding, but the Elves up front may be able to make some headway against Angband, which only has one defender that can match their quick directional changes and ball movement. Similarly Angfauglith may have a bit of trouble defending them if they keep things moving quickly and accurately, front to back side to side. But holding possession will be key, and the forwards for the opposition are known to be aggressive when on defense. They can’t just pass back and expect the opposition to wait on them. If they choose to play it that way, Varda should be able to take away an attacker from the opposition (though not Ancalagon or Gothmog).
Tol In Gaurhoth (84)
GK *ShastaWolf (10)
DF Drauglin (8)
DF GaladriWight (3)
DF BoroWolf (8)
DF *NilpWolf (10)
MF LegateWight (3)
MF SallyWight (4)
MF NerWight (5)
MF *PhantomWolf (10)
FW Thuringwethil (13)
FW *InzilWolf (10)
MESPN Take: TIG is clearly the fastest squad overall, as only Gothmog and Ancalagon in full flight can beat their Werewolves or Thuringwethil across the field. To match their strength and athleticism Angband has Morgoth, balrog, dragon, and Catbeasts, and Angfauglith has three balrogs, so the Wights might need to make the difference by beating the other squad’s role-players. Against Imladris their priority will be staying in control and tactically sound, as the Elves will aim to frustrate them and wait for mistakes.
The MESPN Forecast: The diverse skill-sets and presence of Morgoth makes Angband the favorite here, and TIG looks to be ahead of Angfauglith in the pecking order for second place, leaving Imladris as the squad gunning for the upset. In other groups a mention of keepers would be more appropriate, as Carcharoth, ShastaWolf, and Ungoliant are all excellent, but here they rather cancel each other out. In the end Ancalagon is the toughest matchup and Morgoth organizes the best defense, so they get the nod over TIG, who has the greatest depth of superior athletes.
Angband- 70%
Tol-In-Gaurhoth- 60%
Angfauglith- 45%
Imladris- 25%
GROUP H
Anduin (83)
GK Amroth (4)
DF Minalcar (5)
DF Felarof (5)
DF Celeborn (10)
DF *Fram (10)
MF Lenwe (2)
MF Leod (5)
MF Haldir (8)
MF Boromir II (10)
FW Eorl (14)
FW Grimbeorn (10)
MESPN Take: A solid and diverse team here, Anduin looks well equipped to please the home fans. Minalcar, Celeborn and Fram can handle most of the athletes they see, and they have the added speed and weight of Felarof to bother Shelob. Grimbeorn is tough up front, but the three in this group have something to throw at him. His three running-mates- Eorl, Boromir and Haldir though will give him room to operate, as no one has four individual athletes that can match what the quad can do- but then no one expects any of these teams to leave their defense out to dry.
Arnor (68)
GK Arvedui (8)
DF Earendur (3)
DF Valandur (3)
DF Malbeth (8)
DF *Elendil (10)
MF Malvegil (3)
MF Argeleb (4)
MF Arassuil (4)
MF Arantar (5)
FW Araphor (7)
FW *Witch King (13)
MESPN Take: Arnor has the best shot at containing the Anduin attack, as they don’t have glaring weak links and have Elendil and Malbeth in front of Arvedui. In addition, Arnor is the most solid through the middle and should own the ball better than anyone. The Witch King won’t be an easy matchup for anyone- he’s too wily and skilled for horses to handle, and men are generally outmatched in size and strength (particularly if they’re suffering from his fear-inducing aura). Celeborn will probably have the best shot at taking him man-to-man (or wraith-to-elf, as it is), but Rohan and Mordor will doubtless give WK extra attention, meaning it will be up to Araphor and others to make them pay.
Mordor (51)
GK Silent Watcher (1)
DF Fellbeast #3 (3)
DF Mumakil (1)
DF Fellbeast #4 (3)
DF Gothmog II (5)
MF Gorbag (3)
MF Shagrat (3)
MF Nazgul #1 (7)
MF Nazgul #2 (7)
MF *Mouth (8)
FW Shelob (10)
MESPN Take: With Fellbeasts and the Mumakil at the rear Mordor is fairly well equipped to face dragons or other large bruisers, but unfortunately they weren’t grouped with many of those (just Grimbeorn really). Given that they will need the offense to score a few. The size of Shelob should bother Arnor, but the steeds of Rohan and Anduin will force The Mouth and his Nazgul buddies to step up. At times the presence of the Nazgul can dishearten mortals, so they’ll need to take advantage of anyone that succumbs.
Rohan (66)
GK Theoden (7)
DF Windfola (3)
DF Snowmane (3)
DF Hama (3)
DF Erkenbrand (3)
MF Aldor (6)
MF King Dead (10)
MF Eowyn (9)
MF Brytta (5)
MF *Faramir (9)
FW Helm (8)
MESPN Take: Rohan will be defense-first, and while double-horses can ensure they don’t get beat on a long-ball, none of the opposition prefers to do that anyway. Arnor might give them some trouble, with their precision positioning and cautious prodding ball-movement. As far as goal-scoring, it will be up to Faramir and friends to beat the opposition with a couple nice passes/moves on the counter, which they hope the more aggressive defenders will be susceptible to in particular.
The MESPN Forecast: Anduin has the most dangerous front four and back four, so it’s difficult not to see them as the favorites. Arnor has the depth up and down and perhaps the greatest chance of upsetting them, hence they have the second-best shot at qualifying. With the Nazgul and Shelob up front Mordor has the best puncher’s chance of scoring past the favorites, while Rohan has the best shot of holding a lead if they grab it early. This could be a very competitive group.
Anduin- 65%
Arnor- 55%
Mordor- 45%
Rohan- 35%
----------------------
----------------------
Round Table Contributors-
Philip McPhantom (MESPN lead football coordinator), Ruharg the Red (Monster Magazine lead sports editor), Ar-Tar-Aradil (Westernesse Weekly sports writer, NAAF president), Adanel (Football wise-woman for Dor-Lomin Athletic Digest), Finwanoro (Football columnist for The Tirion Times and MESPN)
__________________
the phantom has posted.
This thread is now important.
|