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Apoth roll.
Posted: Tue May 11, 2010 12:20 am
by Smurf
After viewing the modern roll now or lose it. And that a dead dude is easier to heal that a niggling injury.
We decided to revert back to the 2+ roll of the 3rd ed. On the provision it can only be used at the end of the match. Therefore all casualties are out of the game.
I have lost 3 players in 13 games and 2 have injuries... another guy, skaven, lost 6 and DE lost 2 and 2 injuries.
IMO it keep the game moving.
Re: Apoth roll.
Posted: Tue May 11, 2010 7:05 am
by Ullis
Not a really big change, but you're still missing out on the tactical use of the apo (as in whether to use him on BH or MNG on a key player to keep him in the game). And keeping a player (potentially) in the game can be very important for some teams. Although the change takes some of the stress out of the game. The stakes are always a bit higher after you've used your apo.
I've yet to use an apo on a KO to keep a player on the pitch so I can't really say whether that's a big thing or not.
Re: Apoth roll.
Posted: Tue May 11, 2010 9:18 am
by Smurf
Lump it and tough it out.
Re: Apoth roll.
Posted: Tue May 11, 2010 9:34 am
by The Painted Goblin
Ullis wrote:I've yet to use an apo on a KO to keep a player on the pitch so I can't really say whether that's a big thing or not.
I used it on a human blitzer in my last game, in the last three turns of the half to keep him on the pitch. Problem with it is that it only changes the result to Stunned, so you still lose a turn (and a half) with the player - so it becomes a tough call on how late is "late enough" in the game to use it? Any later that 3 turns before the end and it's not worth it, but then you're tempting fate on a major injury after the apo has gone.
Personally I don't see anything wrong with apothecaries in the latest rules - at best, you still have a player off the pitch until the next drive, and it's only one player per game (not including induced apothecaries) - really helps the more squishy teams
Re: Apoth roll.
Posted: Tue May 11, 2010 10:24 am
by voyagers_uk
Smurf wrote:Lump it and tough it out.
why would he need to do that?
the rules were changed and YOU have decided to change them again, that was your choice.
I prefer the newer rules, especially when I have induced two extra Apoths.
Re: Apoth roll.
Posted: Fri May 14, 2010 10:08 am
by GuppyShark
Smurf wrote:After viewing the modern roll now or lose it. And that a dead dude is easier to heal that a niggling injury.
We decided to revert back to the 2+ roll of the 3rd ed. On the provision it can only be used at the end of the match. Therefore all casualties are out of the game.
I have lost 3 players in 13 games and 2 have injuries... another guy, skaven, lost 6 and DE lost 2 and 2 injuries.
IMO it keep the game moving.
Does it really take your players that long to decide whether you want to use the apothecary?
You're just taking one of the decisions/skills out of the game, choosing between saving a player and hedging against a worse injury later in the game is one of the big calls a coach has to make. It's not knowing what is to come that gives it meaning. Being able to just go "And now I save my best player" isn't interesting.
Re: Apoth roll.
Posted: Fri May 14, 2010 11:06 am
by Smurf
Well we keep an up date on the cas rate.
So far with this rule mainly the weaker teams have suffered.
Skaven lost of 6 players
Wood Elf 3 players
Dark Elf 2 players
We have to elf teams battering each other on Sunday.
Chaos lost a beastman.
Vampires have lost a couple of thralls.
If any of my position players went to the dug out for a non permanent injury... I won't apoth them. Play without.
Re: Apoth roll.
Posted: Fri May 14, 2010 4:42 pm
by Rhyoth
Something is bothering me with this rule : you can grant immortality to a player if you want.
It could be really annoying if you have some freaks in your league (ST 5 Black Orc/Chaos Warrior, ST 6 + Block big guy, AG 4 + Dodge non-elf Blitzer, ST 3 + Wrestle skink ...).
It also becomes pointless to hunt them until death (or worse).
If you go with this rule, may I suggest you to increase cost for Stat increases (except + AV), since you are lessening one of their major drawbacks : being hunted for it.
Re: Apoth roll.
Posted: Sat May 15, 2010 2:01 am
by mattgslater
There should always be a chance to die.
We've thought long and hard about changes to the Apothecary. We ended up doing nothing. If you just want to reduce the total number of deaths, change the casualty table.
I remember experimenting with this one and having a lot of fun. Instead of rolling d68, roll d86 instead. 1-4 = BH, 51-64 = MNG, 65-66 = Niggle, 7 = statloss, 8 = dead. So effectively two dead perms become MNGs. Then don't modify the Apoth, and if you use him just for permanent results, you have only a (7/24)^2 chance of suffering a permanent result, or 49/576, or less than 1/11, as opposed to 1/9. Your chances of dying go from 1/18 to 7/192, a decrease of about a third.
Re: Apoth roll.
Posted: Sat May 15, 2010 9:56 am
by Smurf
The last player to die just failed the apoth role. Simple as that.
For me it was a case of:
Multi skilled lino - easy to replace
Multi skilled catcher - easy to replace
Multi skilled catcher - easy to replace
Multi skilled thrower - yup save him. throw the die.
The league likes it.