Raggs wrote:To be tier 1, you've got to be a powerful scary carrier in your own right. Sink doesn't tend to do that by himself, when he has one other option next to him, to spread the defense a little, then absolutely, it's why I've put him in 2 and not 1.
When I look at the pack for carrying, my primary focus is congesting that area around the ruck, and getting us a few meters forward, disrupting the wider defence. So the likes of Lawes/Earl, who can be very effective just a little bit wider out, get marked down a bit. Yes, being able to skip down the sideline, or sidestep when you've hit a great line and are clear, are brilliant, but it's not the bread and butter.
Hitting 2 guys and going forwards half a yard, popping a short pass, or pulling a short pass out the back, are all very important. Other skills on top of that (offloads, pace, step etc) are all very good, but for me the big manipulation still comes from those players that draw in multiple players simply to stop them.
And players who can get around defenders in ways other than smashing directly in to them still draw in defenders to stop them, that was sort of my point.
I suppose what I was getting at is that if I were to pick the ultimate monster pack to just trample all over their opposition, I don't think I'd simply pick all the players who make the most metres after hitting the tackle. Defences are so organised in their fringe defence that you need guys who can shift the point of attack. The fact Mako and Sinkler can do both is what makes them totally indispensable, even if Sinkler isn't a bulldozer himself.
I'm not really arguing the placement of players within the tier system, more that I don't think it's as simple as picking as many as possible to make the pack more effective going forward. Not to say that was your claim exactly.