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Cost of Team Rerolls once leagues begin
Posted: Mon Dec 07, 2009 1:58 am
by GuppyShark
There is only one thing in the game that costs more to buy after the league has begun. That's the mighty Team Re-Roll, which doubles.
This has a massive effect on people's starting rosters as they try to contort some semblence of a team around their target number of re-rolls, knowing that they'll be paying through the teeth for them otherwise, often going without the apothecary and restarting their team if they have a rough first game.
I am wondering what the rationale for this rule is. (I could not find this using the search function).
Would allowing team re-rolls at normal cost after the start of a league have a negative effect on a league? Obviously people would consider fielding much more fleshed out starting rosters if they could go with an apothecary or better players and hit their reroll target after a few games.
Re: Cost of Team Rerolls once leagues begin
Posted: Tue Dec 08, 2009 10:00 am
by Eski
Its the same with Free Fan Factors.
When you get them for free initially they change the dynamics of the team setup in some way.
I see Team Re-Rolls in fluff terms.. you have all the pre season to train your team up and that investment allows mistakes during the game to greatly reduced.. Training mid season is greatly reduced so time and investing more time on any retraining should cost more..
If you decided to not double the cost of rerolls.. you might find people thinking they could rely on re-rells more than actually working out the safest way and straight forward way to play.. I don't think it really gives a pure advantage when getting more re-rolls.. I actually find you start to play a cocky game and still lose as you find your wasting rerolls rather than team investment.
You could spend money on a doc instead of rerolls but I don't forget you do have Journeymen to fill in the spaces... if you stick it out you should be able to reinvest in your team..
my thoughts
Re: Cost of Team Rerolls once leagues begin
Posted: Tue Dec 08, 2009 10:14 am
by Joemanji
At the very least, the rule encourages newbies to buy some rerolls to start. They always seem to ignore them in my experience.
Re: Cost of Team Rerolls once leagues begin
Posted: Tue Dec 08, 2009 11:19 am
by Cirrus the Blue
It could have a negative effect on a league should re-rolls be the same price as they are from the start, especially with Tier 1 teams whereas, say, Elf teams or Dwarf teams could begin dominating the league with that 3rd or 4th precious re-roll at 50K after game 2. Or on the other hand, starting with 1 re-roll and becoming essentially unstoppable for the first 2 games with both Dancers and Treeman, or the Deathroller, or a horde of extra manpower, etc. and then just snag an extra re-roll or three before midseason while the Tier 2 and 3 teams are busy struggling just to win a game vs these powerhouses in the meantime. Granted, no team can survive for long on 1 or 0 re-rolls, but the right ones can survive for 1 or 2 games this way (Dwarfs and Elves), and that's all they'd need to buy up a crapload of 50K re-rolls soon after the fact. With re-rolls doubling after the start, their luck runs out pretty fast this way and they inevitably suffer as a result, which is partly the reason why they do go up in price.
Instead, coaches have to seriously weigh the variables of first of all creating an effective and balanced starting roster that has a handfull of re-rolls to begin with, and then after the fact saving up 100K+ on a re-roll, or a valuable positional player, or the apothecary, or whatever else that might be needed beforehand, etc. For the more powerful teams, this can get out of control very quickly and lopside the league. No, it's not a huge imbalance to the system, but it is enough of one that it just sort of bends the game for the worse in the longrun and can create more problems than it solves. And yes, I agree with the 'pre-season training' being far easier to come across than mid-season.
- Cirrus
Re: Cost of Team Rerolls once leagues begin
Posted: Tue Dec 08, 2009 11:26 pm
by GuppyShark
Joemanji wrote:At the very least, the rule encourages newbies to buy some rerolls to start. They always seem to ignore them in my experience.
The flipside being that a newbie that doesn't know how important they are gets screwed if they learn this after the league starts. "You didn't buy enough rerolls? Tough luck, they cost double now, scrap your team and start over."
Cirrus the Blue wrote:It could have a negative effect on a league should re-rolls be the same price as they are from the start, especially with Tier 1 teams whereas, say, Elf teams or Dwarf teams could begin dominating the league with that 3rd or 4th precious re-roll at 50K after game 2.
I see, so it's about the value to a team of a re-roll from Day 1 which is less than that value to an already developed team with a full roster of specialists. I guess I'd prefer to see it as a multiplier based on TV but 2x is certainly simpler!
Re: Cost of Team Rerolls once leagues begin
Posted: Wed Dec 09, 2009 2:24 am
by DoubleSkulls
If it were being done again I'd be tempted to suggest that rerolls should be double before the team is created (i.e. the opposite to the current set up). That is because as the team plays together they should improve as a whole - and team rerolls sort of reflect that. Teams that are brand new often struggle to work together.
Re: Cost of Team Rerolls once leagues begin
Posted: Wed Dec 09, 2009 3:09 am
by GalakStarscraper
DoubleSkulls wrote:If it were being done again I'd be tempted to suggest that rerolls should be double before the team is created (i.e. the opposite to the current set up).
Ian ... when you suggest things like this ... I'm kinda glad the LRB is done "living".
Galak
Re: Cost of Team Rerolls once leagues begin
Posted: Wed Dec 09, 2009 9:11 am
by Eski
DoubleSkulls wrote:That is because as the team plays together they should improve as a whole - and team rerolls sort of reflect that. Teams that are brand new often struggle to work together.
Yeah but as we know each race has a pay a different value for there re-rolls.. Teams like chaos need to pay for higher rerolls - going back to fluffs, beastmen don't get on with each other very well when there busy with the mutanted cheerleaders

. While Dwarfs annoying all get along as there all related. Elves, you think they get along but they are so high strung...