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By Throne

Anthem Arrives

When Bioware first announced its newest franchise, Anthem, during 2017’s E3 conference the one thing they said to describe the game was that it was unlike anything they had ever done before. And if nothing else, Anthem is certainly living up to that particular description.
Anthem is just not a game that hardcore Bioware fans would ever say is typical of the studio. Known for its stellar storytelling and its single-player franchises like Dragon Age and Mass Effect, players of Bioware games anticipate story-driven adventures along with companion characters who provide friendly banter and light-hearted romances. And hey, Anthem does provide a decent-enough story plot, with interesting and amusing characters and some good conversation opportunities, too. But the story is only a single part of the over-arching adventure that is Anthem (and hey, there’s no romances, either).

Anthem is described by its creators and by its growing fanbase as a co-op action and role-playing game, rather. In fact, its very best features can not be truly enjoyed without gathering a group of friends to embark into the gorgeous backdrop of the world of Anthem. 

There is nothing of Earth, here. This is a strange, new planet to explore, where every creature and bit of life comes from the Anthem of Creation – a powerful and mystical force that literally and even disastrously produces creatures, technology, and natural phenomena throughout the world. Everyone fights to survive and some to control the Anthem, and right there in the middle are the Freelancers, the heroes who embark past the walls of human cities to gather whatever resources they can find and to tame the myriad threats that the Anthem provides.

Freelancers survive outside the walls wearing armored suits, called Javelins. So far, the game’s four classes are encapsulated in whatever Javelin the player opts to suit up in, and each one of the four Javelins offers uniquely independent playstyles for the player’s gaming experience. There is no standard trinity that players of more traditional multiplayer games may try looking for, but this just keeps matched teams from insisting on any kind of perfect build, too. Any Javelin the player chooses will provide chances to cause damage to enemies or to save team-mates who have come under fire, in fact.

Still, exploring the different Javelins will give players an opportunity to decide which style of gameplay is their own personal cup of tea, so to speak. The Colossus, for instance, provides a heavy armored approach to the game, actually soaking up damage even as it unleashes massive firepower on the Freelancer’s enemies. The Storm, on the other hand, maximizes its time in the skies overhead to shield team members and rain down powerful lightning attacks on groups of enemies down below, too. The Interceptor is a more ground-based Javelin, zooming down onto enemies to zip and zap them swiftly with flashing blades and poison grenades. The final Javelin is the Ranger, which is also the first Javelin every beginning player will experience. The Ranger relies upon a steadied mix of abilities from all the classes, providing a well-rounded chance to inflict fast, intense damage to large numbers of enemies and combo attacks that obliterate threats in even wide areas. 

But it is the wide world of Anthem that truly sets the adventure apart from other games involving massive armored suits. Well, that and the whole flying around the world, too. In fact, the flying and swimming controls on the final released version of the game on February 22, 2019 were tuned in advance of the release through several test and demo sessions, where players pointed to issues on the varied platforms the game would be available. While there are still some players complaining the Javelins ability to maintain flight over an extended period of time simply is not great enough, the chance to navigate Anthem through the skies and even deep underwater offers opportunities for some purely amazing scenery and just plain, massive fun all at the same time. 

There were some buggy moments during the final days leading up to the release of the game, as well. Some players experienced issues with the game’s audio, actually losing sound in the middle of combat motions while moving around the world and battling enemies. A larger issue, however, was in the load times that quite a few players endured, where team-mates zoomed ahead and through the mission while they were still agonizingly lagging on the loading page. The game’s developers were quick to respond to the various issues and gameplay bugs that players reported, though. They welcomed comments on Anthem’s Twitter and Reddit pages, providing fast, public responses that the issues were noted and being addressed. The day one launch of the game then included a patch to try squashing the bugs, too.

But still, the game’s official launch was not completely void of problem or issue. Some players experienced terrible crashes of their consoles while playing Anthem, even. But overall, gameplay is remarkably smooth, even when the game is set to its highest graphic and audio settings. Each player’s game includes a chance to experience the story and get to know the various characters in Anthem, making dialogue choices that can help form their personal Freelancer. But the story is told through a first-person perspective of the walled city called Fort Tarsis, which creates a sense of disconnection with the individual player-character. Individuality comes from the amazingly complex personalization of the player’s Javelins, rather, and the Anthem fanbase has thrown itself into incredible renditions of paint and vinyls applied onto their suits.

Anthem is definitely a new experience, and those players who’ve adventured in other multiplayers are already asking for features common to such online multiplayer games. For instance, there’s currently no player-versus-player in the world of Anthem, and no real “raids” in the classical sense of multiplayer gameplay. There’s also a serious lack of clan or guild structures for players to rely upon. These are potential additions set aside for later patches to the game, is what the game’s developers are quick to assure.

What Anthem provides, rather, is a four-man team structure to explore the world through missions, expeditions, strongholds, and freeplay. The match-making tool in Anthem will quickly place players into random teams. Or players can create their own teams by inviting potential team-mates off their Origin friends list. 

Covenant of the Phoenix has set aside Chapter space for the community’s Anthem explorers, providing forums where guides and advice can be bantered over and shared. Also share some pictures and funny stories, too. But the Discord channels that COTP has established for the Anthem chapter of the community are even more useful, with potential team-mates gather together to help each other through the adventure. 

What is definitely true, though, is that embarking into the wider world of Anthem is most fun when you have a team to help back you up. The threats can be intensely challenging sometimes. The Freelancer can happily slaughter thousands of scorpions and Grabbits alike, only to turn a corner and run into a Titan. Hulk smash takes on a whole new meaning, then. So Anthem practically demands a team approach in order to succeed. As players and developers alike say, anyone can solo the game, sure. But it is far better to play with friends.  Only, do not hesitate to explore the Anthem with Covenant of the Phoenix! This is only the start! 
By Throne

ATLAS: Present and Future

We have been at it since day one, that ugly and...well, let's just stick with ugly...launch. Even through the lag muck and server instability, you could read the stars and see the potential.  Right off the bat it was only for the tough, and we barreled through the glitchy log-ins, the shaky starter zones and the wretched "lawless" starting areas and found our way to the rafts.  Some were able to get to our island after 3-4 hours of learning how to tack, zig zag and fight through server borders and with a full stack of human hides, and then some were finally rescued after what seemed like days of being eaten alive by scorpions and crocodiles, only to quickly get used to dying to the cold, the wolves, the alpha horses, the water, the sharks and each other's general noob mistakes.
Yes, with the known developer, we did try to ARK it, or Dark and Light it...hell, we've even tried to Life is Feudal this one....and Atlas is just NOT those games.  Some visuals and sounds are there, but the depth and options and functionality is just SO much more.  What really took the game from just another ARK expansion to, the potential mmo of the decade, was getting out on our first schooner, the SS Skjoldr (video below).  The experience was entirely PvE, but when you have 13 people packed on to a single vessel and the guys repairing the ship are as vital as the helmsman steering and the deckhands manning the sails, it became something I haven't seen in a game since our friday night flights on the Decimator back in SWG.
We have had just a blast learning the game and surviving our island and our neighbors over the past couple weeks.  Though it may appear as if we are well off enough, growing from 30 actives day one, to more than double that now, we absolutely could use more folks interested in living the Atlas life.  Whether you are interested in navigating the high seas, captaining a brigand, farming the tundra, mucking through politics, taming elephants or exploring the massive (30-40 hours of sailing from one end to the other) world, it is all here and we have many members willing to help you get started.
Here is a few screencaps and videos to give you an idea of what we have been up to:

By Throne


From the sister studio of Wildcard, makers of ARK: Survival Evolved...
ATLAS: The ultimate survival MMO of unprecedented scale with 40,000+ simultaneous players in the same world. Join an endless adventure of piracy & sailing, exploration & combat, roleplaying & progression, settlement & civilization-building, in one of the largest game worlds ever! Explore, Build, Conquer!
Early access, Thursday, December 13th  (Update:  delayed release to December 19th) [Update 2: delayed release delayed to December 21st]
Chapter group: 
Discord:  https://discord.gg/v74dSHQ

By Throne

Xalt defeats Elric for 2018 Fantasy Football Crown

Xalt's Zappers smirk at expectations, knock off Elric's Arksters in 171.07-127.47 rout

Both teams exceeded their projected point totals, but it was Xalt's Zappers who got the victory, cruising to a 171.07-127.47 win over Elric's Arksters. Elric's Arksters earned a 3.86-point lead on Saturday behind Joey Bosa (2.18 points) and Mike Williams (1.68), but Xalt's Zappers held the lead the rest of the way. They were led by Matt Ryan (25.46 points) and Damien Williams (22.53). Ben Roethlisberger (42.22 points) and T.Y. Hilton (19.4) led the charge for Elric's Arksters in the loss. This marks the second time this season Xalt's Zappers have beaten Elric's Arksters, after winning 118.28-117.7 in their last matchup. Xalt's Zappers end the season at 12-4, while Elric's Arksters finish the campaign at 9-7.
Matchup Highlights

Sunday Early    There were players with standout moments on both teams early Sunday, after which Xalt's Zappers owned a 125.41-53.13 lead. Matt Ryan had a 75-yard touchdown pass and a 44-yard touchdown pass for Xalt's Zappers, while David Njoku had a 66-yard catch. T.Y. Hilton made the highlight reel for Elric's Arksters with a 55-yard catch.

Sunday Late    Both teams had players with big-time moments on Sunday afternoon, but it was Xalt's Zappers who took the lead, 148.54-96.80. For Xalt's Zappers, Robert Woods had a 39-yard touchdown catch. Ben Roethlisberger made the highlight reel for Elric's Arksters with a 20-yard touchdown pass and a 49-yard pass.

Sunday Night    Harrison Butker had a 54-yard field goal for Elric's Arksters, who trailed 171.07-118.27 after Sunday Night Football.
By Throne

Kenshi 1.0 Released

It is generally a rarity that finds a single player game a feature of CotP articles, however, over recent months this game has entered my personal top five games of all-time and has passed my hourly steam totals for Mount & Blade, Fallout 4 and Skyrim in the process.  What the....yeah, I know.
So many titles over the years have claimed that it allows its players to "win" the game "their way" in an "open sandbox" environment.  Well, we cannot get the time back that we spent realizing that those developers were still significantly limited in the scope of what any individual's personal definition of in-game "freedom" actually means.  For me, M&B and SWG came close.  Unfortunately, both those games (or their EMU reboot) are either approaching or have surpassed the ten year mark of their seemingly eternal impending latest release. Enter Kenshi.
Freedom is a fun word in Kenshi...yes, you have the freedom to stay solo, group up with a squad, make a vegetable farm, join a faction, enslave a faction, slay the champion, be the richest hermit, recruit an army of robots or build the great city....blah blah, boring.  Now, the freedom to fail in the most unique form possible...that is the true gem in this game.  I will give you just the one example:
My squad is epic, I will tame the badlands and establish a civilized trading outpost...plan = awesome.  Headed for the abandoned fishing outpost.  Acid rain, not fun...put up tent, survived.  Reached fishing village, it is not a fishing village.  Really freaky "skin" people pour out of all the village buildings.  We put up a good fight but were overwhelmed.  One by one, my squad members were....stolen.  Knocked out, picked up and taken to some of the village huts.  What is going on here?  Then the screams.  Agonizing screams from my captured squad members.  No idea.  I am the last one to go down.  KO'd, picked up, taken to a nearby hut....
I died from blood loss.....after I was put into a grinder that peeled my skin off.
Kenshi is a single player sandbox PC game set in a vast and atmospheric ‘Sword-Punk’ style open world. With a mix of RPG elements, squad-based control and city-building features, gameplay is completely free-roaming and open: enjoy the freedom and potential to do whatever you want.
Set in an unrelenting world of bloodthirsty cannibals, starving bandits, brutal slavers and wild beasts, survival alone is a grueling struggle… You are not the chosen one. You’re not great and powerful. You don’t have more ‘hitpoints’ than everyone else. You are not the center of the universe, and you are not special. Unless you work for it.
Character Customization 
Edit your characters, build up their strengths and watch them endure and grow. Train Your Skills in Robotics, Thievery, Engineering, Medicine, Weapon Smithing and more!
Squad-Based Control
Play with one character or control a whole team; an army, even. Combat is Real-Time Strategy style with a choice of ranged and melee fighting styles
Build Your Base
Create and run your own city, manage an empire or simply wander the lands as a lone drifter. Research upgrades such as industry tech, weaponry crafting and trade goods
Wounds Affect Gameplay
Complex medical system where injured characters limp, crawl, bleed to death or pass out from starvation. Stem blood loss to avoid predators and replace lost limbs with robotic prosthetics
Open-ended Gameplay
An original sandbox world. Lay siege as a warlord or make your riches as a trader… There are endless game style possibilities and the world will never stop moving
Train hard
There is no level-scaling, the world does not level up along with you. At the start of the game almost everyone will be stronger than you and you’ll have to use your cunning to survive
Escape capture from deadly slavers & cannibal prisons, rescue your squad mates from grisly death and get them all home alive
Start A Faction
Keep to yourself, form an alliance or oppose other factions and territories of the world… good or bad

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This is a great read and just solidifies my belief that Dan Marino is still the best all-time passer.




What John Elway Really did Forty-Seven Times in His Career

Posted by scott_k on November 30, 2010

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Team ANY/A through 12 weeks ? and Matt Cassel ?


This is a guest post by Scott Kacsmar. Thanks to Scott for sharing his comeback data with us on the site. A complete list of comebacks for quarterbacks is available on their player pages linked just above their passing stats. (Sean Forman)


When Brett Favre produces a comeback victory, the sports world is a flutter with excitement. Highlight reels of the winning drive are shown ad nauseam. Mariucci cries. Madden sweats. The sales of Crocs go up. Nothing says "Brett Favre's just having fun out there" more than a signature comeback win.


You are probably wondering why I am talking about Favre instead of John Elway. In case you missed it, Favre produced a 14-point comeback win in week 9 over the Cardinals for a thrilling 27-24 overtime victory, in which he passed for a career-high 446 yards. It was an unusual game as not only did Favre pass for more than 400 yards for just the second time in his 20-year career, but it was also the second time he has led a fourth quarter comeback from a deficit of more than 10 points. The last time he did that was his very first comeback win, the infamous 1992 game against Cincinnati when he replaced Don Majkowski and has started every game since. The difference is Favre was helped with a punt return TD that day. Against Arizona, Favre did all the heavy-lifting with two TD drives late in the final quarter.


Unfortunately the media was quick to call this the "46th comeback win" in Favre's career, meaning it could only be a matter of time before Favre is compared to Elway and the myth of 47. With permanent retirement following this season actually looking like a viable option for Favre, he may only have five games left to do it.


Except with Favre, these moments do come too few and far between. What mark would he actually set with another comeback win? He would have 31 in his career; enough to tie him with Joe Montana, but still trailing Elway (34), Johnny Unitas (34), Peyton Manning (35) and Dan Marino (36). As it stands, the Arizona win was Favre's 30th comeback victory. But more on Favre later.


Speaking of inflated comeback totals, NFL Films recently did a great ten-part mini-series on The Top 100 Greatest Players. Of the nineteen quarterbacks on the list, only Roger Staubach and Elway had numerical references to their ability to lead comebacks.


Staubach came in at #46. Over a year ago I mentioned Staubach had always been credited with 23 comebacks, but actually had 15. When the NFL Network did their "Top 10 Dallas Cowboys", they used the 23 number for Staubach. As I watched the video presentation of Staubach on the Top 100, it felt like a personal triumph when narrator Peter Coyote said "during an eleven-year NFL career Staubach led fifteen fourth quarter comeback victories." Fifteen. They got it. I had to rewind the DVR to make sure I heard it right. After all the years of sources as high as the Dallas Cowboys themselves saying 23, after using 23 on a recent top 10 show, they got it right with 15.


Naturally, I had high expectations for what was to come with Marino and Elway. If they can use 15 for Staubach, why not get the numbers right for those guys too?


Unfortunately, what happened made things worse. Watching the episode with players ranked 30-21, I did not expect to see the likes of Marino and Elway that low. Marino came in at #25 with no mention to his fourth quarter numbers. After John Hannah at #24, the program referenced the "king of comebacks" coming up next after commercial. I immediately groaned because I knew what was coming. Sure enough, after an intro by Marty Schottenheimer, the first thing out of the narrator's mouth is Elway and his "record" 47 comebacks.


I have to admit I was ticked off at that moment. How can you properly give Staubach 15 and then give Elway his inflated number of 47? That makes things look even worse. If you were watching this with no idea of the numbers, you would think "wow, Elway had 32 MORE comebacks than Captain Comeback? That's incredible!" The NFL contends there is no "official" record, yet the myth of 47 stands.


I will end the suspense now. Thanks to some new data I was able to research, I am going to give a new meaning to 47 for Elway.


What did John Elway really do forty-seven times in his career?


Forty-seven times he had the ball in the fourth quarter, down by one score, and did not win the game.


The famous number the Broncos used to represent his triumphs actually equals the amount of failures he endured. If that is not the definition of irony...


Ever since I first wrote about comebacks people wanted to see the opportunities, what the real comeback percentage was. It reminds me of the Michael Jordan Nike commercial where he talks about how many times he missed the game-winning shot. I completely understand. My response has always been that a lack of data makes it hard to do that for a large portion of NFL history. I have also stressed that the numbers of wins and losses do not give a full picture of the individual performance.


Comebacks/game-winning drives are just like other stats in football. Some are bigger or more impressive than others, such as a one-yard TD plunge versus an 80 yard scamper by Barry Sanders. Sometimes you get credit when you do not deserve it. Sometimes you get blame when you do not deserve it, similar to a dropped pass that turns into an interception for a QB. Stats can be deceiving (especially ones that are not standardized).


This gives Elway a record of 34-46-1 (.426) when trailing in the fourth quarter by one score with possession. That does not mean John Elway failed 47 times. The Broncos failed 47 times (you can find a list of these games at the end). On eight different occasions Elway led a go ahead scoring drive that would have given him a comeback win, but the defense surrendered the lead and they lost. That would be eight "lost comebacks", a relatively high number that would have given him 42 comeback wins. Several other times (seven to be exact) he led Denver into field goal range for a tying or winning kick and the kicker missed, also costing him potential 4QC/GWD's.


How does Elway's record of 34-46-1 stack up? I gathered the same data for Dan Marino and the results are eerily similar. Marino's record was 36-46 (.439), and he had seven lost comebacks. There was also another game, that I detailed in part 1, where Marino did have one possession in the fourth quarter down by a score, and he did not get any points. After the defense took the lead on an interception return, Marino later, with the game tied, led a game-winning FG drive. It was not a comeback win, but technically it is not a comeback loss either so I just keep games like this duly noted.


With Elway and Marino so close in record, how does Brett Favre measure up?


First, here's a post-Arizona game quote from Brett Favre on his play in crunch time:

"I feel like I flourish in those situations, maybe because of my mechanics or I'm willing to take chances maybe where other guys wouldn't," Favre said. "My track record has proven that. At that point in the game, you've got no other choice but to take chances. I feel like that's been my forte throughout my career."


I am willing to bet Favre a large sum of money (how does $20M sound?) that he has no idea what his track record actually is when it comes to making comebacks. Fortunately I am able to compile that. Unfortunately for Brett, the results are not pretty.


Favre's track record: 30-72 (.294), 9 lost comebacks, and 2 other games of note that were won on return TDs


Ouch. The worst part? 45 interceptions and 9 lost fumbles in those 72 losses (173 drives). That is almost one in every three drives ending with a Favre turnover. At the very least, Favre is absolutely right when he says he is willing to take chances.


Below is a table of stats for Favre, Elway and Marino.


* I included all their 4th quarter drives, whether they were trying to make a comeback or GWD, and whether or not the drive ended in points.

* Stats are only from drives with the game tied or a one score deficit.

* Playoffs included.

* Overtime included.

* Some stats will be from the 3rd quarter as long as the drive carried over into the 4th quarter of course.

* I gave splits between wins and losses to further show the degree of success and failure.

* Totals are there as well, and include Elway's tie plus Favre's two "other" games.

* Fumbles only include lost fumbles by the QB.

* Avg. time is an average of the time left in the game when the drive started.


QB Type GP Att Cmp Pct. Yds YPA TD INT Rating Sk Yds Rush Yds TD Fum Avg. Time Drives Pts/Drive Yds/Drive TO/Drive

John Elway Wins 49 357 236 66.1 3380 9.47 19 3 110.9 12 106 33 153 2 2 9:09 100 3.42 44.5 0.05

John Elway Losses 51 444 234 52.7 2532 5.70 6 19 56.4 42 302 48 276 3 6 7:43 132 0.91 24.2 0.19

John Elway Total 101 822 483 58.8 6015 7.32 25 23 80.0 54 408 84 452 5 8 8:16 238 1.97 33.0 0.13

Dan Marino Wins 51 438 285 65.1 3907 8.92 27 8 106.4 11 72 11 34 0 1 9:14 109 3.48 45.3 0.08

Dan Marino Losses 50 417 221 53.0 2691 6.45 12 15 67.7 17 123 10 44 0 4 8:30 108 1.28 28.9 0.18

Dan Marino Total 101 855 506 59.2 6598 7.72 39 23 87.6 28 195 21 78 0 5 8:52 217 2.38 37.1 0.13

Brett Favre Wins 46 400 250 62.5 3426 8.57 20 8 98.2 20 118 25 95 2 1 8:36 109 2.84 39.6 0.08

Brett Favre Losses 75 629 342 54.4 3885 6.18 9 46 47.4 39 270 15 68 0 9 8:34 179 0.95 27.1 0.31

Brett Favre Total 123 1037 594 57.3 7328 7.07 29 54 66.9 60 400 40 163 2 10 8:35 292 1.64 31.5 0.22


When looking at the totals, Marino comes out on top statistically in practically every area that does not include running with the ball. Elway is comparable, while Favre leaves a lot to be desired. The large differentials in stats between wins and losses for all three are not much different than the usual drop you get from career wins and losses. Quarterbacks that play well usually win, and those that do not usually lose. The difference perhaps being larger here can probably be explained best by the limited sample size of drives and that success and failure late in the game is usually well-defined (lots of pass-productive scoring drives or QB turnovers).


Finally (because what good is something without proof?), here is the list of 47 games John Elway was unable to win in the 4th QT/OT (I placed an asterisk with the 8 lost comebacks):


LostCB Date Opp Outcome


9/18/1983 PHI L 13-10

* 11/13/1983 RAI (A) L 22-20


11/25/1984 SEA L 27-24


12/2/1984 KC (A) L 16-13


12/30/1984 PIT L 24-17


9/8/1985 RAM (A) L 20-16


9/29/1985 MIA L 30-26


11/24/1985 RAI (A) L 31-28 OT


11/9/1986 SD L 9-3


11/23/1986 NYG (A) L 19-16


9/20/1987 GB (A) T 17-17 OT


11/8/1987 BUF (A) L 21-14


9/18/1988 KC (A) L 20-13


12/4/1988 RAI (A) L 21-20


10/1/1989 CLE (A) L 16-13

* 10/29/1989 PHI L 28-24


12/10/1989 NYG L 14-7


9/9/1990 RAI (A) L 14-9


9/30/1990 BUF (A) L 29-28

* 10/8/1990 CLE L 30-29


11/18/1990 CHI L 16-13 OT


11/22/1990 DET (A) L 40-27


12/2/1990 RAI L 23-20


12/23/1990 SEA (A) L 17-12


9/8/1991 RAI (A) L 16-13


11/10/1991 RAI L 17-16


11/24/1991 SEA (A) L 13-10


10/25/1992 SD (A) L 24-21


10/10/1993 GB (A) L 30-27

* 10/18/1993 RAI L 23-20


11/14/1993 MIN L 26-23


12/26/1993 TB L 17-10

* 9/4/1994 SD L 37-34


9/11/1994 NYJ (A) L 25-22 OT


9/26/1994 BUF (A) L 27-20

* 10/17/1994 KC L 31-28


11/6/1994 RAM (A) L 27-21


9/24/1995 SD (A) L 17-6


12/10/1995 SEA L 31-27


12/17/1995 KC (A) L 20-17


9/22/1996 KC (A) L 17-14


10/19/1997 RAI (A) L 28-25

* 11/16/1997 KC (A) L 24-22


12/07/1997 PIT (A) L 35-24


12/15/1997 SF (A) L 34-17

* 12/13/1998 NYG (A) L 20-16


12/21/1998 MIA (A) L 31-21

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Any way you cut it, Marino has (I should say had) a great arm, great aim and a great ability to read the field.  Montana, Elway and several others also had that trio of skills which prove deadly to defenses.  A precise passer who can also throw the long ball can be completely demoralizing to an opponent, instilling a sense of inevitability in a defense that, even though they may be ahead in the closing minutes, they can sense the imposing inevitability of a last second comeback.


Regardless of any one particular stat, I would take John Elway over any other quarterback when push comes to shove, the game on the line and two minutes or less to go.


His abilities are comparable to any other quarterback you can name.  He's got the arm and the head for moving the team quickly through the air.  He's got the legs for scrambling out of trouble.  He's got the mystique for making magic happen, which demoralizes defenses.


lol, before someone throws a block of stats (or other types of blocks at me), I readily admit that the Broncos and Jets are my two favorite teams and I grew up loving Elway.  I am clearly biased, but the stats are there to support my choice, as well.


Speaking of quarterbacks and incredible comebacks...my man Sanchez has been fantastic this year.  I couldn't believe the improvement from last year, and his ability to avoid taking sacks has been unbelievable over the last several games.


I can't wait to watch my Jets (yes, when you've suffered with a franchise like I have with the Jets for decades, you earn imaginary ownership interest) take on the Evil Empire known as the Patriots.  The Jets have been beaten (on the field), bloodied (in giving up draft picks for Patriot coaches) and bamboozled (too many examples of this, from Belachek to spying).  After rolling over the Colts, the Pats deserve to be brought down!


Okay...I admit I'm pretty bitter when it comes to the Pats.  But I can live with that ;)

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Must have been a rough night on Monday for ya Delmar.....hope you're feeling better by now.  ;)

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Rough night?  that's quite an understatement.  It was an embarrassment.  I don't know when I last saw a team completely collapse in all areas of the game.  At one point, Sanchez threw three interceptions in six pass attempts!  From fumbles, to interceptions, to a defense that was dissected, to botched punts, to dropped passes, to blown routes, to blown coverages, the Jets covered all the bases in their complete ineptitude.


And it wasn't just poor execution of a well-coached gameplan.  What happened to pressuring the QB?  Three man rushes against Brady?  Are they insane?  on many plays, he had enough time to lay down and take a nap before having to throw the ball or move out of the pocket!  Though it meant nothing in this particular game, the use of challenges by the Jets was unwise and thoughtless.


Overall, the worst game for the Jets that I've seen in recent memory...and I've seen some pretty terrible games over the years.  Usually, losses like this send the team into a nose-dive.  I'll be interested to see how much heart this team has over the next few weeks.


My final thought on the game:



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