I was talking with Wendy today about Blood Bowl and the various strategies one needs to employ to play at maximum efficiency. One of those strategies is planning when to score a touchdown. Unlike in real football where any time you can get a touchdown you take it there are definitely times when you don't want to score in BB. For example, if the opposing team takes a minimum of 3 turns to score a touchdown you want to score with only 2 turns left in the half so that they cannot get a touchdown in return. There is a big incentive to hold on to the ball in that situation so that you guarantee you score the last touchdown of the half. Holding on to the ball and not scoring has its risks of course because your ball carrier might get taken down but it is a risk you can manage.
Wendy thought this wasn't a very good mechanic because it really went counter to the basic idea of football where you always want to take any opportunity to score. I see that point of view and agree with it to some extent - having the optimal strategies of the game feel like they match the 'roleplaying' strategies of the game is an important goal. However, in this case I feel like it isn't a big problem because holding on to the ball is risky and usually I just score as fast as I can. There existing some situations where I don't score right away is fine as it offers some deeper strategy for those who are willing to think that far ahead. If the entire game revolved around never scoring and just holding the ball until the last turn I think I would have a problem with it but it isn't that extreme.
One problem that is a lot more serious is Fan Factor. Each football team has a FF rating that inflates the team's overall ranking (which measures their power and effectiveness) but which doesn't help them win. Teams who have high FF end up having a much higher ranking than is appropriate and thus their matches will tend to be lopsided if they face teams with low FF but with similar ranking. The real crux of the issue is that some teams will concede matches to each other which artificially reduces their FF. This could certainly be solved by reducing the amount of influence FF has on team ranking in online matches but I doubt that will happen; realistically it is up to each group of players in a league to police that sort of behaviour on their own.
I totally get why FF is there and it makes sense of a roleplaying perspective but the numbers don't work very well. Having a measure of how popular a team is with the bloodthirsty fans is a fine thing indeed until it starts to make matches unfair. This isn't unique in BB to be sure as it is a tremendously fun game but has lots of problems with the math behind the scenes. Games Workshop tends to do that a lot in my experience. Those guys really need to hire me to fix the numbers for them.