Tour de france road.cc fantasy league

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161 to be precise. Hard luck old chap, you missed out by one point. :sad:


Oh, that's worse! Chuffy - you should have left him thinking it was more than one point.

But big respect to Noodley - I'd have to join up with about 3 other teams to even get close to 160! Nice one. :bravo: :bravo: :bravo:
 

Vidor06

Long term loafer
Just came back from holidays where I had no internet access to discover that I have not scored any points since stage 9 because some of the riders had dropped out and I did not have a full roster. Gutted. I was going pretty well too. Ah well back to the drawing board with 3 new team members today and a couple of transfers as well.
 

Flying_Monkey

Recyclist
Location
Odawa
Well, the breakaway win meant my changes did not lead to mega-points (still, 73, not too bad). But I am looking forward to the next couple of days, and I have my team set up now so that two instant changes can be made for the flat stages that will ensure that what seems to be a grimpeur-dominated squad will suddenly look very different.
 
I'm starting to lose interest now. It's no longer about having picked a good team initially, it's just become an exercise in shuffling in higher scoring riders, sort of Fantasy Chess.
 

Flying_Monkey

Recyclist
Location
Odawa
I'm starting to lose interest now. It's no longer about having picked a good team initially, it's just become an exercise in shuffling in higher scoring riders, sort of Fantasy Chess.

I do agree with you actually. I didn't do the nrtoone one because its rules were too loose (you could pretty much chose whichever 9 riders you wanted), now I am coming to see the downside of this one (and its largely because I have benefitted from the rules). And of course as the race goes on you can simple maximise your points by chosing riders who cost fewer points but who are unexpectedly higher up in the overall - perhaps progress in the race (form) should change the points cost of riders? But that would produce other problems... perhaps you just shouldn't be able to transfer except when someone is forced to drop out.
 

Noodley

Guest
It has it's good and bad points.. having the option of transfers and.limiting it to 2 transfers per stage is a good idea but being able to pick riders high up the GC and getting points is a downfall. It's the first attempt by road.cc I think so something to build on.

I reckon having a 'core team' who only scored for Overall points competitions and which stayed constant, coupled with the 2 transfers per stage rule who then scored for daily stage points might work well - but probably a nightmare to manage!
 
It has it's good and bad points.. having the option of transfers and.limiting it to 2 transfers per stage is a good idea but being able to pick riders high up the GC and getting points is a downfall. It's the first attempt by road.cc I think so something to build on.

I reckon having a 'core team' who only scored for Overall points competitions and which stayed constant, coupled with the 2 transfers per stage rule who then scored for daily stage points might work well - but probably a nightmare to manage!

I think it would only take a few tweeks to make it better. Initially I liked the transfers but as the race has gone on it's become obvious who to transfer in, so then it's just a question of figuring out the order you rotate your team, something which I got a bit wrong in the last few stages but I've found myself picking riders who I don't know that well which kinda compensates for my lack of knowledge about them, I don't need any, I just need to examine their scoring patterns, which doesn't really make for fair representation of knowledge to league places.
 
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