- Fri 30/7, 7.50STK
- Sat 31/7, 12.20WBD
- Sat 31/7, 1.15NM
- Sat 31/7, 4.15COL
- Sun 1/8, 12.10GC
- Sun 1/8, 2.10HAW
- Sun 1/8, 3.10ESS
- Sun 1/8, 5.10FRE
- Sun 1/8, 6.10GWS
Upgrading: method behind madness
- Updated: May 23, 2007
When making your strategic mid-season moves, hereâ€™s some tips on what to look for.
A very important choice. Just like Jimmy Bartel and Jordan Lewis exploded out of the box with some huge scores early in the season, a similar burst may see someone available at $350k be the next massive scorer.
You may also want to look at the cheaper guns whoâ€™ve fallen away in price, like Adam Goodes or Shaun Burgoyne, who are both well below the $300k mark. This frees up more cash for other upgrades, since these players have probably bottomed out in price.
But this tactic is fraught with risk; even if Goodes recovers to score around 80-odd, rising up to around $310k, itâ€™s still not the output you need to really start blitzing it. I would only go down this road if youâ€™ve got the trades in reserve for further upgrades, in case the performance doesnâ€™t return to absolute elite levels.
You might be tempted to chuck any old bargain-priced unknown in your team, freeing up some cash to buy a gun. But if you pick your rookies very slyly, it gives you some handy benefits:
They play regularly, and are a reliable back-up. The right rookies, (letâ€™s face it, theyâ€™re usually top-20 draft picks), will slot straight into their sideâ€™s 22. This means they play most games, providing you with a ready-made inclusion to cover one- or two-week injuries.
They rise in price. Duh, I hear you say. Well, yeah, but if they rise enough and youâ€™ve got the trades, you can do another upgrade in the last few weeks of the year. Converting a Travis Cloke to a Scott Lucas could be the difference between you winning and losing an all-important final.
Leave something for injuries:
Another no-brainer, but donâ€™t use all your trades for upgrades! Itâ€™ll all go down the toilet if a couple of wrong turns hit your team and you end up playing three or four â€˜donutâ€™ players (= score 0) every week.