Top 35 Retro Bowl Talent Spotter The 160 New Answer

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Retro Bowl – Coaches Skills Guide! Which Coaches Skills Are Best???
Retro Bowl – Coaches Skills Guide! Which Coaches Skills Are Best???


retro bowl talent spotter

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retro bowl talent spotter
retro bowl talent spotter

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Retro Bowl Guide: Tips, Tricks & Strategies to Secure Wins and Form a Dominant Franchise – Level Winner

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  • Summary of article content: Articles about Retro Bowl Guide: Tips, Tricks & Strategies to Secure Wins and Form a Dominant Franchise – Level Winner The game recognizes that talent spotter is the most beneficial trait in Retro Bowl, so coordinators bearing this trait are naturally … …
  • Most searched keywords: Whether you are looking for Retro Bowl Guide: Tips, Tricks & Strategies to Secure Wins and Form a Dominant Franchise – Level Winner The game recognizes that talent spotter is the most beneficial trait in Retro Bowl, so coordinators bearing this trait are naturally … We’d like to focus this Retro Bowl practical guide on providing pointers and facts that will align you with the game.
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Retro Bowl Guide: Tips, Tricks & Strategies to Secure Wins and Form a Dominant Franchise - Level Winner
Retro Bowl Guide: Tips, Tricks & Strategies to Secure Wins and Form a Dominant Franchise – Level Winner

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Rob’s Complete Guide to Retro Bowl: Maintaining a Winning Team – Rob Writes About Whatever

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  • Summary of article content: Articles about Rob’s Complete Guide to Retro Bowl: Maintaining a Winning Team – Rob Writes About Whatever Talent Spotter: Proves 0.5 potential increase for players. A lot of these traits aren’t that useful, especially since you won’t be able to … …
  • Most searched keywords: Whether you are looking for Rob’s Complete Guide to Retro Bowl: Maintaining a Winning Team – Rob Writes About Whatever Talent Spotter: Proves 0.5 potential increase for players. A lot of these traits aren’t that useful, especially since you won’t be able to … Pictured: A humming front office (Image courtesy of Rob’s Phone) Up to this point, this guide has covered two main topics: Building a winning franchise (both roster and front office) from the ground upUnderstanding in-game tactics As I stated all the way back in the Front Office installment, I firmly believe that when you start…
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Rob’s Complete Guide to Retro Bowl: Maintaining a Winning Team – Rob Writes About Whatever
Rob’s Complete Guide to Retro Bowl: Maintaining a Winning Team – Rob Writes About Whatever

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Retro Bowl needs its own thread – Games – Quarter To Three Forums

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  • Summary of article content: Articles about Retro Bowl needs its own thread – Games – Quarter To Three Forums Coaching affects how good your non-star players are; some coaches have traits that give additional bonuses. I’ve used Talent Spotter once (one … …
  • Most searched keywords: Whether you are looking for Retro Bowl needs its own thread – Games – Quarter To Three Forums Coaching affects how good your non-star players are; some coaches have traits that give additional bonuses. I’ve used Talent Spotter once (one … I see the topic has come up in a few different other threads, but I feel a game of this caliber deserves its own thread.
    Available on mobile devices and the Switch. Fun as hell. Better than Madden, using pixel art. Shar…
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Retro Bowl needs its own thread - Games - Quarter To Three Forums
Retro Bowl needs its own thread – Games – Quarter To Three Forums

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I finally did it! The greatest Retro Bowl team ever. And $14m to spare! : RetroBowl

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  • Summary of article content: Articles about I finally did it! The greatest Retro Bowl team ever. And $14m to spare! : RetroBowl How I d it: build a good team then trade everyone for high draft picks and tank. Draft your best team with all 4.5 star potential. Hire talent spotters to get … …
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I finally did it! The greatest Retro Bowl team ever. And $14m to spare! : RetroBowl
I finally did it! The greatest Retro Bowl team ever. And $14m to spare! : RetroBowl

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site:self.retrogoal – Reddit post and comment search – SocialGrep

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site:self.retrogoal - Reddit post and comment search - SocialGrep
site:self.retrogoal – Reddit post and comment search – SocialGrep

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Retro Bowl Guide: Tips, Tricks & Strategies to Secure Wins and Form a Dominant Franchise

Behold a game that is truly a rare breed! A genuinely offline game that offers hours and hours of enjoyment and a life cycle that balances itself: Retro Bowl.

Resurrecting a highly-successfully format from decades ago, Retro Bowl succeeds in giving American Football fans a simple, yet engaging mobile game to play their much-loved sport. The title pretty much sums up what it promises – a piece of Super Bowl competition in a retro, old school experience.

Retro Bowl is very much akin to hit late 80’s game, Tecmo Bowl, in terms of layout and the general “feel” of a game from the Nintedo/NES era (which fortunately includes the absence of ads). It is undeniably nostalgic especially to gamers who have taken up the lifestyle since. However, it is only ancient on the surface; it’s developer, New Star Games, played it smart to include modern elements such as circumstances involving CCTV footages and social media to give it a breath of timeliness.

In Retro Bowl, you will be constantly emerged in the decision making dynamics of offense (in gameplay) and in the challenges of managing a sports team. It is ultimately a game of decision. To help you sharpen your judgment, we’d like to focus this practical guide on providing pointers and facts that will align you with the game.

1. MATCH MATTERS: DECISION MAKING AND SCORING

While you get to choose to recruit defensive key players, the interactive part of gameplay is only with offense; everything on the defensive end is purely simulated. With that said, in order to win, you need to be impeccable in reading the options you have for offense and in capitalizing on what is available to you. This section is dedicated to tackle the matters that will hopefully lessen your attackers’ chances to be tackled or intercepted.

Kickoff Considerations

Choosing the right play is the most important gameplay element in Retro Bowl. Since defense is purely simulated, your quick thinking in offense is crucial to your success. The game follows the real-world American Football rule where you must be able to move forward with the ball at least 10 yards from the kickoff in a maximum of 4 attempts, 3 standard attempts and the 4th being an option to do another play or punt/kick (depending on your distance from the end zone). Failing to advance or score will result to a turnover.

To pick the best available play, feel free to check ALL the audible commands (formation and play) from your Quarterback, especially if you don’t yet see a favorable movement plan for your Wide Receivers and Tight Ends.

No matter how accurate your Quarterback is with his passes, if your main receivers cannot position themselves in a clear passing lane, the ball is in danger to be intercepted. Note that there is no time limit at each kickoff; calculate and predict accordingly and take as much time as you need.

Over time, you will be able to gauge how a clear passing lane looks, but for now, we’re sharing a few examples of how a solid movement plan looks to give you a better grip of the grid iron.

Focus on the directional arrow for the top-wing Wide Receiver. It shows that he is meant to advance a good distance first before sinking in the center of the field. This is a solid movement plan because the Wide Receiver would already meet the 10-yard advancement requirement before he can catch the ball.

We consider this as the most optimal movement plan because all it would take is a well-aimed pass to advance your yardage or make a break-away run for the end zone if your Wide Receiver can outrun any defenders.

For the play above, the formation suggests that our Tight End (J.R) will cover ten yards as he sinks deep into the centerfield and he will only go through 1 defender. If you see such a formation, prioritize passing to your Tight End. What makes this position good is that the top-wing Wide Receiver will cut quickly into the centerfield making him a viable second option in case the Tight End gets manned by 2 defenders.

In the illustrated movement plan above, it appears that our Tight End (B.C) and Wide Receivers (R.P and R. B) only need to go through one defender each before they can open themselves to receive a pass. If you see a play like this, take it as it almost guarantees a partial yardage advancement because your receivers would need little time to position themselves. Should they get stopped quickly and you did not meet the 10-yard requirement yet, no problem; you should be able to advance on the next kickoff.

In general, to discern a good opening from a kickoff, you have to consider the following:

1) The number of defenders your receivers must go through before they can be “safe” to catch the ball.

2) The time it will it take to “cook” the play a.k.a. how soon can your receivers achieve the drawn formation.

3) The space allowance your receivers need for long passes to avoid interception.

Once you factored in all three, the only hindrance for a good reception is the availability of a solid or decent opening, yes, there will be times that all audible commands will draw a difficult play (it’s simply part of the game).

Discerning The Better Last Resort

In the event that you are unable to advance in your 3 standard offense attempts (incomplete), consider the distance from the end zone if you must risk for a 4th play instead of going for a punt or a goal kick. If the kickoff is within the midfield (40-50-40 yards), it is generally better to take a risk and go for another play.

Should the play be successful and you are finally able to advance 10 yards, that’s great; if you fail you are not entirely at a bad spot (unless, of course, if you are behind in points). After all, the chances of stopping the other team’s offense is about just as much as yours considering the equal distance from their goal.

If you are within your own half (30-20-10 yards) and you noticed that the defenders can quickly sack your Quarterback plus your passing lanes are being covered quickly, it will be wiser to go for a punt to at least send the ball further. Moreover, if you notice that your Wide Receivers cannot outrun their defenders, punting the ball is definitely the smarter option if you are trapped deep in your half.

For kicking, let the game clock be your guide. If there is less than 25 seconds left before the first or second half ends, closing the turn/possession with a kick is “generally” safe already if you are in a back-and-forth game and the kick gives you the lead. This is because the simulation time needed to complete a full-field play will need more than that.

We must share however, that in our playing experience (when the dynamic difficulty has increased so much), we were once scored at just with 4 seconds remaining. Still, the simulation time usually consumes 25-40 seconds for a strong, 4 to 5-star offense AI to get a touchdown.

Here are other scenarios where kicking would be more ideal:

1) If you notice that most of your plays are getting stifled by the other team’s defense. This is usually true when you are playing against a team with 4 to 5-star defense rating.

2) If your kicker has high range and accuracy stats.

3) If your main Quarterback is injured or his passing range and accuracy does not permit precise medium to long range passes.

Post-Touchdown Point

The additional points after a touchdown will help you cement a lead or slowly mount a comeback. A successful kick will award you 1 point, it is the safer choice because you won’t have to hope for passing lanes to get cleared.

Meanwhile, going for an additional play is a plus 2, but it takes courage (since it is essentially a much bigger risk) and luck (as you may not be awarded with audible command options). The latter, albeit a gamble, will help you etch a lead especially that AIs prefer to kick more often (at dynamic 15 difficulty and below).

Mastering the concepts above will help you focus on the correct matters you have to think of while in a match. Your decision making will improve over time as you keep on playing. Mistakes and frustration are natural, but don’t worry, it’s all part of your journey as a head coach.

Your play call choices is as important as the ones you make outside of matches because they will determine the health of your career. Let’s now proceed to the management aspects of Retro Bowl and how to approach the judgment calls around it.

2. ECONOMIZE YOUR COACH CREDITS

Coach Credits (CC) is technically the only currency in Retro Bowl. You can use them to acquire coordinators, recruit players from the free agency, save players from fan criticisms, and–most importantly–do key upgrades through your Front Office.

The supply of CCs is constant, but very minimal. The only fixed means to get Coach Credits is by finishing a match. Depending on your fan following, you can gain 1 to 3 CCs after completing a game. There will also be dilemma moments that involve meeting with team owners–choosing that over whatever other option it is up against will award you with 1 CC.

They come in trickles but the amount required to purchase something drastic is quite a sum. As such, before being capable to get something great out of your CCs, you would have to do a solid, persistent crawl. We’d like to call it “grind,” but grinding in the gaming realm means focusing your efforts in nailing a particular goal (usually to gain levels, xp, resources, etc.) in the fastest way possible.

However, there is no such thing as grinding mechanism or a separate, deliberate path in Retro Bowl; you just simply have to keep on playing and winning.

Now that we’ve established its scarcity, we’d like to veer away from generic advices you’d get from other guides that simply says to exhaust and spend your Coach Credits. Instead, we’ll give here what we view as the wisest outlets you can let go your Coach Credits for.

1) Availing A Free Agent

If you lack a key player (yes, we’re only keeping it singular because it may literally take you 2 seasons if it’s plural), you can never go wrong in recruiting a high-value free agent. The players in the free agency have above average stats and they have plenty of years of action left in them (meaning they are not yet in the brink of retirement). Their solid stats will prove an asset to your team almost instantly.

We must, however, state that before you even get to farm enough CCs to pull a player from the free agency, you may likely have developed and grown to be comfortable with the current ones in your roster. The fine print for this advice is to only get a free agent to fill in a slot that a key player of yours would vacate in lieu of retirement or a long injury that happened at a critical time (i.e. approaching the playoffs or at the playoffs).

Additionally, since most free agents are already players with relatively successful career, they will take a good chunk of your Salary Cap and this, you have to keep in mind when availing one.

2) Brewing A Beneficial Backend

By backend, we are referring to the offensive and defensive coordinators you can hire for your team. We all start with “basic” coaches, those with no special traits and they come as free. In the same way, if their contracts expire, the game will simply replace them at no cost. We’d like to clarify that having coordinators with no special traits are okay; you can still win a championship with them.

However, coordinator traits are something that would be too good to pass up. The bonuses they can give to your team will help your franchise’s improvements. We are listing them below in order of what we perceive as their level of importance and functionality, as well as our brief analysis. Note that we will only expound on the top 3.

#1 Physio: gives a 5% condition boost after every game for the players that will be under that coordinator (offense or defense). If you are running a relatively fresh roster–meaning they still have stats ceilings to grow into as they level up–having a Physio coordinator will be beneficial. The 5% condition boost they give offers some peace of mind that your players will be adequately conditioned for the next match.

A physio coordinator will also work to almost totally offset the condition cost differential between light and normal intensity training. Choosing light intensity training assures that your players will be at 87% to 100% condition for every match as they won’t get beat up in training; picking normal, on the other hand, will gradually burn more condition. Having a physio coordinator lets you put your players under normal training (and reap the XP benefits of such) while only dealing the fatigue impact of a light training.

#2 Likeable: gives a 5% xp boost after every match to players that will be under the coordinator (offense or defense); the morale of players will take a hit if the coordinator is fired. Having a likeable coordinator will mean that his wards will level up quicker which will be amplified the harder your training regimen is and the more advanced your training facilities are.

A likeable coach will be beneficial both to players that are yet developing and those that have already maxed out their potential since he/she can facilitate a faster skills grading or a quicker CC turnout, respectively. Players who have maxed their stats will grant you 1 CC each time they level up. Since its effect is progressive, the benefit that a likeable coordinator brings will spread unto your future recruits.

#3 Talent Spotter: increases the potential of your key players by half a star. This will translate to an increase in their preset stats’ ceiling if the current limit is not at max (or 10) yet. Players that are already rated as 5-stars cannot be improved further.

Veterans of Retro Bowl maintain that this is the best coordinator trait and we would not argue that. After all, the star rating improvement and stats gain that comes with it are permanent and stackable—you simply need to hire a new coordinator bearing the same trait and your players will again grade up by half a star until they become 5-stars.

However, we intend for this article to be a practical guide. The game recognizes that talent spotter is the most beneficial trait in Retro Bowl, so coordinators bearing this trait are naturally expensive. Just to share, hiring coordinators costs from 18 to 30 CCs and in the 5 separate saves/careers we played, we have only encountered an 18 CC worth talent spotter once.

Also, you would need to hire more than one talent spotter to get your players up to 5-stars and the set of available coordinators takes 3 weeks to refresh; worse, there is no guarantee that the next set would have an option that bears this trait. Therefore, for function and benefits, talent spotter is the best trait. However, taking into account feasibility and practicality, we’re only rating it as the third.

#4 Experience: gives an instant level up to the players that will be under the coordinator (defense or offense). Works exactly like the talent spotter trait in terms of stacking, but is rather an unreliable and expensive way to push your players to level up; having a likeable coach is far more functional.

#5 Negotiator: toxic players cannot affect the morale of the rest of the team. Defense Coordinators can only contain defensive players and Offense Coordinators can only manage offensive players. Players with toxic disposition or naturally low morale cannot be “cured” by winning.

Meeting sessions will help a bit, but a toxic player will require a handful of those. If you deem that a toxic key player is too important in your lineup and cutting him will hurt your team’s chances at winning (for a season at least), hiring a negotiator would be your way to neutralize the situation.

#6 Fan Favourite: guarantees a +1% increase in fan base after every game and firing him/her will backfire on how fans esteem your team. When you lose, your fan base will decrease by 3 to 10% each time; having a fan favorite coordinator will mitigate some of that. A fan favorite coach is most optimal if you are not yet earning 3 CCs after every match. Hiring one is a good idea when you are starting a “bounce back” season to speed up your fan base’s growth and CC farming.

#7 Motivator: instantly boosts the morale of all the players that will be under the coordinator. Perhaps the coordinator trait that brings an instant bang-for-the-buck. The morale boost is equivalent to one morale-improvement meeting, which costs around 3-6 CCs (depending on how low the morale of a player is). Since hiring a motivator will affect multiple players, it is an economical choice. The boost, however, is just a one-time thing.

#8 Positive: the morale of players under the coordinator will not be affected by their tiredness (or lack of conditioning). Generally, a good trait because it negates the morale penalty of being in low condition. You won’t have to worry that your offense players will fumble and your defenders would only exert half the effort in stopping the other team if their condition is under 60%.

However, this is rather a band-aid solution and will not save your players from the risk of injury. Players with low condition are more prone to injuries and when you are deep into a season already, an untimely injury can be a serious blow to your chances of winning the Retro Bowl.

#9 Scout: gives you 3 additional scouting tips per draft. Plain and simple, a scout coordinator will let you explore more prospects for every draft. Normally, you’d check 2 to 3 aspirants for a particular position you want to fill and that’s usually enough.

This trait is not too functional (which is why it is at the bottom of the list) since you will rarely need to use more than the standard 10-14 scouting tips to draft 3 players. The only exemption is if you have traded or cut most of your key players prior to that season’s draft.

As you may have noticed, some traits offer good and immediate fixes while others provide constant and long-term benefits. Our recommendation when picking coordinators is to get the ones that will address your most urgent target(s), provided that you have the CC to hire them.

3. KEEP AN EYE ON YOUR KEY PLAYERS

Offense is the tone of the game in Retro Bowl and your role players bring the following value for your team:

Quarter Back (QB)—The leader of the team, his passes will dictate your team’s offensive tone with his audible commands. Your Quarterback is technically involved in every touchdown that you make and if your QB is injured you will definitely feel the effect because the reserve QB (non-key player) has a limited passing range and the aiming line takes an extra second to zero-in to a desired spot.

His ability to aim his passes quicker relies on the throwing accuracy stat and the arm strength defines the maximum range of passes. If you’d be blessed with a QB with a high speed stat (7 to 10), you can use him for rush plays in coverages or red zone attacks.

Wide Receiver (WR) – Wide Receivers act like wings positioned at both the top and bottom ends of the gridiron and, just like wings, they are capable to help your team soar up with touchdowns. They are your primary receivers because of their positioning and usual movement plans.

Speed is of utmost importance for wide receivers because it will define their ability to make any chasing defenders eat dust. Their speed also dictates how quick they can position themselves to receive a pass and sidestep away from chasers.Having a wide receiver with 8 to 10 speed will be crucial for your team as they have the ability to run all the way for a touchdown worrying little if defenders can catch up. A team may field two WRs at once

Tight End (TE) – Tight Ends are meant to rush toward the end zone preferring the centerfield and they act as the second-priority receivers when your WRs are well-guarded. They tie the loose ends (or technically close the gaps) of your offense and it is highly encouraged that you immediately draft/recruit one. Note that when you start with a new team, there is usually no TE in the roster.

Since Tight Ends are meant to muscle their way through defenders and must get to position swiftly, it is important for one to be a strong hybrid with above average stats in catching, strength, and speed.

Running Back (RB) – As the only teammate the Quarterback can directly give a quick and safe pass to, the Running Back can take advantage of defense formations with noticeable gaps for short coverages. In a kickoff, your RB is encircled in blue and you may tap him to prompt the QB to pass the ball.

The pass may take about 2 seconds to happen and as you wait for the ball to fly toward the RB, you can already swipe up and down to position himt in anticipation of the defensive line he must negotiate with.

Your Running Back will be the quickest non-outlier to break from the kickoff “wall,” which is why one should have high strength and speed stats to be formidable attacker.

Offensive Lineman (OL) – The Offensive Lineman shields the Quarterback from attackers essentially buying you more time to decide and aim for a pass. Without an OL, a QB would just usually have 3-4 seconds before defenders can rush in to sack him; with an OL, a QB may have as much as 5 seconds.

Most formation takes 4 seconds to mature, which is why having an Offensive Lineman is crucial when playing at higher difficulty levels where defense is more tight. A decent OL should have high or maxed blocking and strength stats.

It has been 4 seconds into the quarter and no defender has been able to pounce on our Quarterback yet.

Kicker (K) – The Kicker serves as your last-resort scoring option for when you run out of available plays or for the potential +1 point after every touchdown. We recommend getting a kicker with at least a range of 3 and accuracy of 5.

If you find yourself having to kick more often than we recommend, try to secure a kicker with a range of 8-10 and an accuracy of 5 so you will have a decent chance to land field goals from as far as 50 yards.

4. MANAGE YOUR TEAM’S MORALE

Morale is an important factor in Retro Bowl that discussing it deserves its own section. Just like in real life, your morale defines your drive to push for your objectives. In Retro Bowl, morale defines your team members’ effectiveness on their roles.

If an offensive player has just an “okay” morale, hehas a chance to fumble whenever he catches the ball or sustains a tackle attempt. Naturally, if the morale is lower than okay (bad or toxic), fumbles would happen more often.

There is no direct resource that says how defensive players are impacted by morale, but our best guess is that it affects their willingness to intercept passes and their tackling ability. You may have encountered a game where a player of yours got dived at and the defender’s tackle attempt just got shrugged off (the ball carrier simply kept on running)—it is very likely that.

As for coordinators, the less morale they have, the lesser XP your players will get from the training sessions in between matches. If your Offense Coordinator has low morale, your offensive players will not get as much XP; the same is true at the defensive end.

Their morale however is not as important as that of your players, so when you are faced with a dilemma moment between blaming a player or the coaching staff, pin it on the coordinator.

We consider morale as more impacting than condition because the recuperation rate of condition can be helped by lessening the training intensity. Moreover, benching a player for one full game will get the conditioning level to full for the game after that. Condition issues arising from injuries may sideline a player for up to 3 games, after which that player will be fully recovered. Meanwhile, not even a three-game winning streak can “cure” a player with bad/toxic morale.

The only fixed means to individually address morale is by arranging a meeting with a particular player that needs help. Depending on how low their morale is, the cost of arranging a meeting may span from 2-6 CCs. So yes, the only deliberate and controllable way to address morale issues is by spending Coach Credits. Outside of that, it will be the random moments that allow you to praise a particular team member or coach which may occur after matches (this may happen even on loses).

The idea in managing morale is to focus on the impact of the times where it can be increased and decreased. For example, you lose a game and there’s a dilemma scenario between blaming a player who performed poorly or pinning the blame on a coach.

Choosing the latter will save the player’s morale. Alternatively, there will also be dilemmas where you can man up for a player’s bad performance. It is generally best to take the blame even if you’re trying to save CCs, because it would require you more than 1 CC to nurse a low morale player back to good mental health.

Pinning it on a player can still be the “better” option if the player’s morale is exceptional or good and if his demeanor never had issues since you acquired him. A player who’s always been happy offers a layer of security that he will regain morale over time even without your conscious intervention.

In dilemma moments where players face scandals or practice-related blunders, the permanent opposite option is to ignore the fine. Ignoring to fine the player will negatively impact the entire team’s morale. The easier choice here is to just fine the offending player because the impact on morale will only be for that player. An exemption however is if your team’s morale is already high (80% and above).

As their careers progress and as seasons take shape, some players may eventually grow toxic. Having a toxic player in your lineup will eventually rot everyone’s morale. A player with toxic morale will be expensive to address because it will take time and multiple morale-boosting meetings which will eat up a lot of CCs. Having a Negotiator will save you from such trouble as hinted in the traits section earlier.

5. UNORTHODOX ADVICES

As we have already relayed in the above sections everything vital to the gameplay and other meaty matters around it, allow us to share additional tips that aren’t really game-breaking (or game-making), but may prove helpful in your overall Retro Bowl experience.

1) Pick Contrasting Uniforms

Since the game is practically 8-bit, there are no color gradients, everything is in solid color, and the difference in shades aren’t much. Add to that the fact that most teams have a neutral-colored uniform. Simply put, it can get confusing especially when the players start moving around. Your best measure against any visual confusion is to manually set the most contrasting uniforms available for your team and the other team.

After all, you wouldn’t want to give the other team a free possession just because you mistook an opposing Linebacker as your Wide Reciever, right?

2) Dedicate A Drive Direction

If you’re playing for a bit of realism, you can ignore this tip, but if you wish to fine tune your aiming for passing, it will be best to only set one attacking side (so you won’t have to reorient). When as quarter’s time expires, you switch sides and it can get a bit puzzling when you have a preferred play direction in mind and you suddenly found that you’re already aiming for the other end zone.

Our suggestion is to nominate the side you are more comfortable with. Just be mindful of accidentally tapping your Running Back when you are actually trying to aim a pass to your outliers.

3) Go Dynamic

Hardcore players may favor the extreme difficulty setting, but those elite guys are few and far between. We suggest selecting the dynamic mode because it balances out the element of challenge and fairness. In dynamic mode, the difficulty of matches scales up after each win and slightly tones down when you are on a losing streak. Still, 5-starred opponents will play as is, so you aren’t really “cheating” for easier matches in this way.

6. CAREER AND EXPECTATIONS

In the making of this guide, we have tried a lot of things “for science.” That includes running a lineup with only 2 defenders, taking on a season with 5 defenders, and competing with no key players. The results are as expected.

We won 2 championships with a pure-offense lineup, but we were met with bad RNG in the defense play simulations; we experienced double-touchdowns (at the game half-transitions) and even got scored on thrice with under 10 seconds left on the timer in separate matches.

The defense-heavy lineup awarded us with a lot of interceptions—the possessions from them, however, we cannot capitalize on because our offense tools are limited. We were fortunate to have won a Retro Bowl title once, but we’re forced to make adjustments in the succeeding seasons.

Meanwhile, in our bid to test out the viability of setting the training level to hard then benching our key players every two games for condition recovery, we struggled a lot; we were only able to win once. These experiences inspired to make other players aware of the realities in Retro Bowl.

As we have mentioned in the intro, Retro Bowl is game that has a life cycle that balances itself. This is most accurate when you play on dynamic difficulty. Still, even in other difficulty levels, staying as the champion can be tricky. The reason being the fact that players get old, eventually reaching the age of retirement and your dominant players will progressively request for higher salaries.

A 5-star player’s asking price can get up to 33 million for a 2- year contract. If you try to maintain all your key players that have reached 5-stars, the default 150m salary cap is not enough and pushing so would leave you with a shaky lineup that can only sustain 4 to 5 key players; the rest would be nameless reserves. You can increase your salary cap at 25-million increments by paying 100 CC—farming this amount would take multiple seasons if you’re on free-to-play.

The playing ability of multi-starred key players will not degrade even as they age, but their ability to recover from training after games decreases over time. Since you cannot handpick the training intensity level for players, trying to “go soft” for an older player will delay the xp gain of your younger guns.

These balance mechanisms make Retro Bowl a true sports game because it introduces players to the realities of a sport franchise’s life cycle. If you’re hardcore and you really wish to challenge yourself, try and aim for the grand slam.

In your quest to bag consecutive championships, feel free to revisit this guide to get you reminded of tips, tricks, and strategies that will help you become a successful head coach in Retro Bowl.

The game has been out for a few years now and if you have played it longer than us and you noticed that we have missed to share something vital, feel free to impart your wisdom through the comment section below.

Thanks for your time reading our Retro Bowl practical guide and we hope you enjoyed it as much as we took delight preparing it for you. We hope that you can bag multiple titles! Know that we are rooting for you. See you at the gridiron, brace for the next kickoff!

Rob’s Complete Guide to Retro Bowl: Maintaining a Winning Team

Pictured: A humming front office (Image courtesy of Rob’s Phone)

Up to this point, this guide has covered two main topics:

Building a winning franchise (both roster and front office) from the ground up Understanding in-game tactics

As I stated all the way back in the Front Office installment, I firmly believe that when you start a new career in Retro Bowl, you should aim to make the playoffs in your first full season, win your division and make a deep playoff run in your second, and win your very first Retro Bowl Championship in your third. This guide has been designed specifically to provide a path to those goals.

If you have achieved those goals, I have good news! Rebuilding and team and a franchise and turning it into a winner is the hard part of Retro Bowl. While keeping your team at or near the top of the mountain season after season presents its own unique challenges, they are nothing compared to the labors of assembling a team through the draft from scratch and clawing out enough wins to meet those goals and max out your Front Office facilities.

This installment of the Complete Guide to Retro Bowl is going to cover how to navigate those unique challenges. Again, the worst is over. Not only is keeping your franchise in top shape easier than getting it to that point in the first place, a lot of the advice in this guide will sound deeply familiar. No matter what else happens to your team and your franchise, you are always going to build primarily through the draft, you are always going to keep your facilities in the best shape you possibly can, and you are always going to strive to win as much as possible, even during seasons when you are forced to significantly re-tool your roster.

As such, this part of the guide is intended to be a quicker, easier read than the previous ones. I have already dispensed my most crucial advice, and established a framework for what it means to be a winning organization. That said, this installment will take an in-depth look at two brand-new topics. First, I’ll be taking a look at how to manage the salary cap. There’s no reason to worry about the cap when you’re in the rebuilding phase, but once you’ve established a winning team with great players, you’ll have to make some tough decisions. I’ll show you how to navigate those decisions by discussing how to identify the core of your team, and how to make roster decisions that will keep your core intact and under the salary cap.

Second, I’ll discuss what to do with all the extra coaching credits you’ll be accumulating once your team is built, your facilities are maxed out, and the wins you’re getting are bringing more and more credits every game. This will include a look at open market free agents and coordinators, as well as some of the other neat little perks you can now afford.

Finally, while this isn’t exactly a new topic, I’ll also talk a bit about how to draft once your team is already winning games. I will mix this discussion in with the other topics, since your draft strategy will inform both your re-signing and free agency strategies. While good draft strategy with a proven winner isn’t much different from rebuilding from scratch through the draft, the fact that you already have a winning core in place will give you some freedom in drafting. I’ll take intermittent looks at how to use this freedom wisely.

Salary Cap Management

The salary cap won’t matter in your first three years; the entirety of your team, no matter how quickly some of them have developed into superstars, will be on cheap rookie contracts. All rookie contracts have a length of two years. You’ll have to re-sign any star players you wish to retain from your first draft after your second full season. This re-signing isn’t going to put you in a tight cap situation; the entire rest of your team outside of the first draft class still on their rookie contracts, and it will be easy and painless to let most of these players go.

I advised you to trade away the entire star roster at the start of your career, except in the extremely unlikely event that this roster had any young, high-potential stars. This gave you a lot of picks for your first draft, but most were in the third round. This was great back when you needed to stock your roster with warm bodies at every position, but now that you’ve turned things around you no longer need the services of a 3.0 potential LB, or whatever. Re-sign every player with 4.5 potential or greater, and let every player with less than 4.0 potential walk. This includes RBs, WRs, and even QBs. (If you’re at the end of your second full season and still don’t have a franchise QB, see What to Do When You Can’t Draft a QB in part three of this guide, Drafting and Managing Players). It may be scary to get rid of players at key offensive positions, but you’ll be replacing them soon. Prioritize potential, not position!

Really, it’s best to let every player with less than 4.5 potential walk, but for this very first re-signing period you might not have that luxury. Again, in your third season, your goal is nothing less than a Championship. You want to make sure that you can stock an ideal 10-man roster; obviously, this requires having 10 players on your team! Do not get rid of so many players that you will be unable to field (at least) a 10-man roster after the draft. Assuming you have three picks in the coming draft, this means you will want seven players rostered beforehand. (I am also assuming that your facilities aren’t quite maxed out yet, meaning you’re not ready to dip into the free agent market.)

Assuming you drafted three players in your second year, this means you should re-sign four players from your rookie class. (If you intend to trade away any players from your second class, do so now, so that you can replace them in the draft this offseason!) Since you probably only had one first round pick in that first class, it’s possible you didn’t grab four players with 4.5 potential or greater in that class. If so, go ahead and re-sign any 4.0 potential players you have, and only re-sign players below that if you need to in order to keep four players from this class. When these re-signings are done, you should still have plenty of cap space.

In your third draft, your goal is to replace your losses in the re-signing period. Use your first round pick to fill any holes at QB, RB, or WR1; otherwise, get the best defender available. Use your second and third round picks however you wish. This is going to be your basic strategy every draft from now on, unless you change teams.

After your third full season, you’ll have another re-signing period. This time, though, re-signing too many players will get you into cap trouble. The salary cap in Retro Bowl starts at $200 million; this sounds like a lot, but it can disappear in a hurry if you re-sign too many players. You’ll have to make decisions about who you need to keep and who you can let walk.

By properly identifying the core of your team, you can make most of these decisions in advance. The core of your team is:

Your franchise QB. A 5.0 QB costs $50 million per year, and is worth every penny.

A 5.0 QB costs $50 million per year, and is worth every penny. Any 5.0 potential players at any other position, unless they’re approaching 30. Unless you’ve had tremendous luck, you probably don’t have more than three such players, if that.

Unless you’ve had tremendous luck, you probably don’t have more than three such players, if that. WR1, unless they’re approaching 30.

Your single best defensive player, unless they’re approaching 30.

These are the players you are always going to re-sign, whenever possible. By limiting your core to these players and only these players, you will be able to keep all of them on your team without getting yourself into a serious cap crunch. If any of these players has a potential less than 4.5, they are not part of the core of your team. Also, note that I didn’t include RB in this list. It’s always a huge plus to have a great RB, but retaining a great WR1 is always more important. Also, unless your RB has 5.0 potential, they’re easily replaced, especially once you can afford free agents.

After re-signing is over, you’ll want to have $25-$30 million remaining cap space to ensure that you can afford your draft picks. If you have your core re-signed and have cap space remaining under this threshold, great! Go ahead and re-sign any other 4.5 potential players you want. Let everyone with 4.0 potential or less walk. You may be tempted to retain certain 4.0 players, but they cost more against the cap than they’re worth. Let them go, it’ll be OK!

If you’ve gone past the $25-$30 million threshold after re-signing, don’t panic! This means that you’ve acquired a lot of great players, and that’s a good thing! On top of that, there are a couple of things you can do to free up cap space, if you decide you absolutely have to. First, you can trade away one of your more costly veterans. If you have any players that are approaching 30 and have current ratings of 4.0 or greater, you can trade them now, before the draft, and replace them immediately with the extra first round pick. As always, it’s better trade away defensive players than offensive ones; I shouldn’t have to say this, but just so we’re clear, don’t trade away your franchise QB!

Second, if your team is already loaded with talent, the draft becomes less important. If your roster has 4.5+ potential players from top to bottom, do you really need to use a first or second round pick on a player with just 4.0 potential? Do you particularly need a third round pick at all? The answer to both is no. If you’re going into the draft with low cap space because your team is stacked, sell off most of your picks using the arrow bottom at the bottom right of the draft page. You’ll receive 3 credits for each first-rounder sold, 2 for every second-rounder, and 1 for every third-rounder.

Just like in real life, all players age in Retro Bowl, and just like in real life, players that are over the age of 30 will eventually start to decline. Once a player reaches their late 20s, they will lose more physical condition over the course of a season, even if they have high stamina. Once a player hits their age-31 season, they will typically start to lose one point of either speed or stamina per year. This includes QBs, and while it’s always good for a QB to have the best stamina possible, losing stamina doesn’t really hurt your QB that much. Their accuracy and strength are most important, and as long as those remain maxed out, your franchise QB is worth keeping. That said, as your QB ages further, do your best to keep your eyes open for a potential replacement, either in the draft or free agency.

This decline really hurts players at every other position; this is why players who are nearing 30 don’t count as part of your core. Their decline is both imminent and inevitable, and, just as it is in real football, it’s always better to get rid of a player a year too early than a year too late. Don’t re-sign any non-QBs at or over age 30. It’s OK to re-sign a veteran at age 29, but if you do so, you should strongly consider trading them in the next off-season for a first-round pick. (Just to reiterate: if the player isn’t worth a first round pick, you shouldn’t re-sign them in the first place!)

Also, if your WR1 is pushing 30, plan ahead. Draft or sign your WR1 of the future now, while your current WR1 is still around, and have the new WR ‘apprentice’ at WR2 for a year. Don’t worry about this for other positions. A second player will either be stuck on the bench, or otherwise be redundant. This is especially true on defense, where filling specific positions is less important than stocking your defense with the best players you can get.

Follow these instructions, and you’ll remain both competitive and cap compliant for years to come. To sum up:

Prioritize re-signing your franchise QB, any 5.0 potential players, your WR1, and your best defender, in that order. Everyone else can walk, if need be, including any other players with 4.5 potential you can’t afford under the cap.

Everyone else can walk, if need be, including any other players with 4.5 potential you can’t afford under the cap. Don’t re-sign any players with potential less than 4.5. The only exception is your very first re-signing period, where you may need to keep a 4.0 player or two to keep your team fully loaded.

The only exception is your very first re-signing period, where you may need to keep a 4.0 player or two to keep your team fully loaded. If your team is stacked with talent and you’re up against the cap, don’t be shy about selling draft picks. The draft exists so you can get your team stacked with talent. If it already is, the draft matters less.

The draft exists so you can get your team stacked with talent. If it already is, the draft matters less. Don’t re-sign any non-QB at or above age 30. As your QB ages, start developing a plan to replace them. Trade away players still under contract who are about to decline. If your WR1 is aging, draft or sign a replacement to serve as WR2 for a year, if you can.

Spending Your Coaching Credits

When you start your career, most if not all of your coaching credits went towards retaining your coaching staff and maxing out your facilities. Once your facilities are maxed out, however, you’ll start to save up credits, especially once you’ve started to win championships. You can spend these credits on all sorts of things, from new coaches to top-shelf free agents to condition and morale boosts. You can even increase the salary cap itself! There are all sorts of ways to spend your new found fortune. Keep in mind that your facilities will decline periodically, so make sure you keep enough credits on hand to fix those declines immediately!

Since I just discussed the salary cap, I’m going to start with the Increase Salary Cap button on the Front Office page. For the cost of 100 credits; you can increase the salary cap by $25 million. In practical terms, a $25 million cap increase means that you’ll be able to retain one additional non-QB superstar. That’s a lot of credits for a gain that might not seem too impressive, but retaining a great player is always preferable to letting them walk for cap reasons. This can be worth doing but only if you’ll have additional credits left over afterwards, and only if you don’t intend to change teams in the next couple of years. I rarely spring for a cap increase because I’m a weirdo who enjoys the challenge managing a tighter cap. That just my personal preference, though; you do you. Just make sure increasing the cap won’t leave you broke.

The Front Office page also contains the Staff Hires button. This page lets you hire an offensive or defensive coordinator, who will replace your current coordinator. The first thing you’ll notice is that hiring a coordinator here seems a lot more expensive than retaining an existing one, however, when you hire an outside coordinator they are automatically under contract for two years. Hiring an outside coordinator is also the only place you can get a coordinator with a trait. The traits are:

Fan Favorite: Provides 1% fan support increase per game, but imposes a fan rating penalty when fired.

Provides 1% fan support increase per game, but imposes a fan rating penalty when fired. Likeable: Provides 5% morale increase for players, but imposes a morale penalty when fired.

Provides 5% morale increase for players, but imposes a morale penalty when fired. Motivator: Provides instant morale boost for players when hired.

Provides instant morale boost for players when hired. Negotiator: Prevents players with Toxic morale from negatively impacting teammates’ morale.

Prevents players with Toxic morale from negatively impacting teammates’ morale. Physio: Provides condition boost of 5% per game for players.

Provides condition boost of 5% per game for players. Positive: Prevents Bad Condition from negatively impacting team morale.

Prevents Bad Condition from negatively impacting team morale. Scout: Increases maximum amount of scoutable players in the draft by 3.

Increases maximum amount of scoutable players in the draft by 3. Talent Spotter: Provides 0.5 potential increase for players.

A lot of these traits aren’t that useful, especially since you won’t be able to afford an outside coordinator until you’ve already turned the franchise around. Most of these traits boost morale in some way, and team morale will never be a problem if you’re winning. That said, the Scout and Talent Spotter traits are obviously useful, even for winning organizations.

Even so, I do not recommend hiring an outside coordinator, except in limited circumstances. Having a great coordinator is nice, but it’s never necessary, and retaining your given staff is always cheaper. Even when your team is at its white-hot, dynastic peak, starting over with a 0.5 coordinator isn’t going to significantly hinder your chances at winning a Championship. The Scout trait is nice, but like I said, if your team is winning there’s a real chance you won’t need to draft in all three rounds each year. I only recommend hiring an outside coordinator to get a Talent Spotter, or if you lost a coordinator to retirement, have some extra credits lying around, and really don’t want to start over with someone new.

The last thing to discuss on the Front Office page is the Free Agents button, which opens the Free Agent market. In direct contrast to the coaching staff market, supplementing your team in free agency is almost always worth considering, and becomes a key component of roster building once you can afford it. If you ever get stuck without a star player at a key position and have some credits lying around, the Free Agent market has your back. That said, getting the most out of the free agent market requires using it intelligently; if you sign free agents carelessly, you’ll end up in cap trouble you could have avoided with better planning. With that said, I present the Three Rules of Free Agency:

The First Rule of Free Agency is: Plan ahead! If you go to the roster page and touch the helmet button at bottom left, you’ll be able to check the remaining years on every player’s contract. If you’ve been with a team for several years, it’s possible you’ll have to let several veterans walk after a given season and be left with glaring holes in your roster, even at key positions. Check this page at least once a season, and start thinking about how you’ll manage all of your impending departures. Decide who you’ll definitely re-sign (again, if you’ve correctly identified your core, this decision is already made), who you’ll re-sign only if you can afford to, and who you’ll let walk, well in advance. Remember, you don’t need to replace specific defensive positions! When you plan ahead, you’ll always have a good idea of what positions you may wish to target in free agency, before the off-season even begins.

The Second Rule of Free Agency is: Always wait until after the draft to sign free agents! Unlike the NFL, you can sign any free agent on the market, no matter how good they are, at any time. There’s no pre-draft free agency bonanza to navigate. The draft is the ultimate contingency plan. Any glaring holes in your roster may be fixable in the draft, and drafting a rookie will always be cheaper both in terms of coaching credits and in terms of the salary cap. Therefore, signing a free agent before the draft is inefficient at absolute best. This rule is especially true for QBs. If you need a franchise QB, always try to draft one first! There might not be a worthy QB available in the draft, but if there is, you’ll not only have saved money and cap room, you’ll have that QB for longer.

The Third Rule of Free Agency is: Only sign great players from the Free Agent market! You can use the Free Agent market to get warm bodies at unimportant positions, but this is a poor use of credits and cap space. These positions can be filled with late-round picks or even visiting free agents and undrafted rookies. Ideally, every free agent you get from the market will have a potential of at least 4.0, if not higher.

Follow these three rules, and your blunders in free agency will be few and far between, if they exist at all.

The rest of the ways you can spend credits are all roster management options. None of these are necessary to maintain a winning team, but some of them are reasonably priced and will make your life easier. Since none of these options are particularly complicated, I will discuss them briefly, in list form:

Available in the Helmet Menu of the Roster Page (25 Coaching Credits each) Boost Morale: Costs 25 credits and gives a boost to team morale. This option is never worth it; if you have 25 credits, you’re winning, and if you’re winning, team morale is never a problem. Boost Condition: Costs 25 credits and gives every player on the team a condition boost. This is occasionally worth it under certain circumstances. If your team has several veterans with flagging condition late in the season AND you’re not getting a first round bye in the playoffs, this might be more efficient that boosting each player’s condition individually (hold this thought). If you are locked into a specific playoff seed, consider using the ‘Rest All’ button to rest your stars in Week 17, instead.

of the (25 Coaching Credits each) Available in the Meeting Menu of each Star Player Page (Variable cost; see below) Boost Morale: Increases the player’s morale condition by one level. For example, a Toxic player will improve to Bad, a Bad player will improve to Poor, a Poor player will improve to OK, and so on. This option costs more for players with worse morale but is generally cheap, to a maximum of 4 credits to boost a Toxic player. That said, as always the best way to improve morale is winning. Only use this option if a defensive player in your long-term plans is struggling to keep their morale condition above Bad. Boost Condition: Increases a player’s physical condition, bringing it back to or near 100%. This option costs more for players with lower condition. If you have maxed out or near maxed out Rehab Facilities, a player’s condition shouldn’t ever dip below 66%, in which case this option costs 7 credits. This is worth using on up to three individual players late in the season; if you have more than three players with lower condition, the team condition boost becomes more cost-effective. Level Up: The player will immediately level up. Their XP bar will fill to the same point it is currently, and you will choose which attribute to boost as normal. This option is cheap for Level 1 and Level 2 players, but becomes crazy expensive in short order, and can cost well more than 40 coaching credits for veterans. This option is best used on rookies with high potential, but lower starting ratings (3.0 or less). This will give them a better chance to fulfill their potential sooner. Extend Contract: Extends the player’s current contract by one year. This option is crazy expensive under the best of circumstances, and should only be used to extend the rookie contract of someone you really want to keep, but may not be able to re-sign at market price after their second season.

of each (Variable cost; see below)

If you have a large amount of credits, but don’t know how to spend them, perhaps a change of scenery is in order. The final installment of this guide will cover what to expect when you change teams, and how to navigate the change itself, by synthesizing the lessons from the previous installments. Remember, always win!

Links to Rob’s Complete Guide to Retro Bowl

Introduction

The Front Office

Roster Basics and Player Evaluation

Drafting and Managing Players

Winning Football Games

Changing Teams

Retro Bowl needs its own thread

Fully agree with ditching the kicker, even a second round pick is plenty good. Hell even a third round pick is fine, or no kicker if you simply go turbo aggressive! Realistically it isn’t big money savings though.

Definitely one of the defensive players is expendable. Obviously which depends on the potential. I’d tend to keep around a slightly worse player with higher potential (so if mayo is currently 3 but caps at 4.5, and Pascal is 4 but max of 4? I’d keep Mayo)

I recently ditched my 5 star RB from my first draft and brought in a rookie 3 star with 4.5 star potential. That first season was tough. Runs that were reliable 6-8 yards became 1-3. The previous RB averaged 5.2 YPC career, new guys first season was 3.7, and not a lot out of the passing game for him either. Used to be I could get inside the 10 and dial up 4 runs if need be and get the TD 100% of the time. No more. But second season he has developed and, while not quite as good, is now 95% as good.

Same with TE. That took about half a season to get up to previous. It hurt losing both, but was survivable because I traded both with 1 year left for 1st rounders.

I definitely advocate trading expensive vets right before the draft if they only have 1 year left. While it will be a step back with some luck halfway through the next season they should be developed enough that your team is firing on all cylinders again.

But man I have a hard time recommending ditching both RB and QB and keeping both TEs. If you only keep one, definitely the RB though.

So you have finished reading the retro bowl talent spotter topic article, if you find this article useful, please share it. Thank you very much. See more: retro bowl retirement age, do players regress in retro bowl, retro bowl salary cap, retro bowl playoffs, retro bowl coach traits, what does condition do in retro bowl, can you get fired in retro bowl, retro bowl salary cap change teams

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