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Experienced journeymen
Posted: Sat Jan 10, 2009 12:31 pm
by Papa Sebco
In our tabletop league, when a journeyman earns during his match enough spp to gain a new skill (or a characteristic increase), we hire him at his normal cost.
Example : a human lineman earns 7 spp (MVP and 1 casualty) during his match as a journeyman. He rolls for his improvement and only gains a normal skill. Then the coach can chose to hire him, giving him a normal skill, paying 50.000 but counting 70.000 for the Team value on his roster sheet. Is that correct ?
A coach from another tabletop league tells us we have to pay 70.000 to hire him. I can't find anything justifying his rule in the LRB 5, but he made me doubt...

Posted: Sat Jan 10, 2009 12:54 pm
by GalakStarscraper
You were correct. You only have to pay the rookie cost. You pay 50k and get 70k added to your Team Value.
Galak
Posted: Sat Jan 10, 2009 1:50 pm
by Papa Sebco
Thanks for your answer. Now, I think he will believe in me.

Posted: Sat Jan 10, 2009 1:51 pm
by Digger Goreman
Yep, and the only compelling reason to hire a rookie... slightly less compelling would be if he gained any lesser value of spp....
Posted: Sat Jan 10, 2009 8:38 pm
by DoubleSkulls
I think it would be a nice house rule to let Journeymen continue on the team until the get hired or are no longer needed. At the moment journeymen reset after every game - unless hired. So a 2 SPP journeyman can be a bit marginal to hire (or you may just not have enough cash).
However if the team was less than 11 players still I don't see why the same journeyman wouldn't stay with them, and may skill up a bit more gradually - proving himself to the new bosses over a couple of games rather than just the one.
Posted: Sat Jan 10, 2009 11:02 pm
by GalakStarscraper
ianwilliams wrote:I think it would be a nice house rule to let Journeymen continue on the team until the get hired or are no longer needed. At the moment journeymen reset after every game - unless hired. So a 2 SPP journeyman can be a bit marginal to hire (or you may just not have enough cash).
However if the team was less than 11 players still I don't see why the same journeyman wouldn't stay with them, and may skill up a bit more gradually - proving himself to the new bosses over a couple of games rather than just the one.
Not to rain on Ian's parade with his comment. But Wood Elves are ALREADY overpowered ... this would just make that situation so very much worse.
Galak
Posted: Sun Jan 11, 2009 8:04 am
by Ullis
I had the same journeyrat on my skaven team for 3 or 4 games (this was PbeM so this meant that I just didn't delete him after the game). He didn't get any SPP's so there was nothing I had to do to him. Then he died.
I miss you, #51. Somehow you were closer to me than the other linerats, although I still can't remember your name either.
Anyway, it does sound kind of a fun house rule, although it seems like a clear boost to low AV teams.
Posted: Sun Jan 11, 2009 1:02 pm
by Digger Goreman
And even more so the elveses....
Cheese-n-crackers, when you do almost everything on a 2+, loner is mostly mitigated....
Dude in another league played 3 jouney-elves for most of a season intentionally, and won the title.... He concentrated on 8 players and "lined up" the loners on the los....
Posted: Sun Jan 25, 2009 4:59 pm
by Sallacious
GalakStarscraper wrote:
Not to rain on Ian's parade with his comment. But Wood Elves are ALREADY overpowered ... this would just make that situation so very much worse.
Galak
First season yes... second season... not so much if your opponent is a bashy team with mighty blow. My second season with my woodies proved very painful.

Posted: Sun Jan 25, 2009 6:12 pm
by dr. evil
From all the bash teams, Your welcome.
Posted: Sun Jan 25, 2009 6:24 pm
by mattgslater
Ooh... pay a third of a Journeyman's cost to keep him on per Ian's idea, rounded down to nearest 10k. So it's 10k for most JMs, or 20k for an elf, dwarf, beastman or skink. Chaos and Dwarfs theoretically get hit by this elf-trap, but I don't think it matters for Dwarfs and Chaos coaches are usually in Chaos for either challenges or cute gimmicks anyways. So if you can't afford a roster player, but need a JM anyway, you can kick your improving JM a little cash and he'll hang out another game. Snots are free to keep on, but if your Ogres need Journeymen and can't afford to hire a Snotling, I'm sure nobody'll object.
You should also be able to hire a continued player as a Merc. Of course, skilled JMs should have to be hired as Mercs in the next game to be continued. It's the "respect my skills" rule: once he's obviously no JM, you need to pay him right.
Posted: Sun Jan 25, 2009 11:17 pm
by GalakStarscraper
As a house rule I could agree with Journeyman being able to be kept for the next game for 1/3rd his value (rounded down in 10k increments).
That would balance out the issues I had with Ian's suggestion.
Would be intesting to run a 6 Ogre team with 5 Journeymen Snots you just keep rolling over from game to game (if they live).
Galak
Posted: Mon Jan 26, 2009 2:12 pm
by plasmoid
Would be intesting to run a 6 Ogre team with 5 Journeymen Snots you just keep rolling over from game to game (if they live).
IMO not a powerful thing to do.
I've seen several coaches state that since snots get crippled all the time, it's a waste to buy them.
But in my experience, ogres need a 15 man roster to fly.
Cheers
Martin