Make sure you get people down, I have run into this problem where I wanted to foul every turn and just couldn't get a freaking block!Dragoonkin wrote:My next league game, tomorrow, I'm playing against a team that has 710 TR on me. Literally the only way I'm going to win is by wrecking his field.
So I'm Inducing Glart with Claw, then three Linemen with Dirty Player.His bench is 11. Mine will be 15, two of which are Journeymen and four are Induced. So I can lose a lot before I even have to think.
Fouls are going to be from nearly turn 1 to 16, or until he concedes. (Which is my actual goal.I really need the double-payout, as you can tell by the two Journeymen.)
The art of fouling
- Greyhound
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Re: The art of fouling
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Re: The art of fouling
Here's to hoping, not much else one can do against a 700+ higher TR team that's gotten THREE +St's already.Greyhound wrote: Make sure you get people down, I have run into this problem where I wanted to foul every turn and just couldn't get a freaking block!

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Re: The art of fouling
Ok. Thanks, I think that all makes sense.
except for the bit about "if you see a niggle foul away, DP or no DP" or something like that.
Why would that matter? I mean as far as the current game goes a BH is as good as a kill. Possibly the BH is better, since usually people will save their APO if it's just a BH and instead will play a man down and lose, whereas on a kill there's a 50% chance they'll be back on the field.
While I think mercs are overpriced even for an inducement, I can see using DP mercs that way since loner doesn't matter for fouling.
except for the bit about "if you see a niggle foul away, DP or no DP" or something like that.
Why would that matter? I mean as far as the current game goes a BH is as good as a kill. Possibly the BH is better, since usually people will save their APO if it's just a BH and instead will play a man down and lose, whereas on a kill there's a 50% chance they'll be back on the field.
While I think mercs are overpriced even for an inducement, I can see using DP mercs that way since loner doesn't matter for fouling.
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- Mango
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Re: The art of fouling
Each niggle adds +1 to injury roll, so a 7 (stun) goes to an 8 (ko) a 9 (ko) goes to a 10 (injury)sunnyside wrote:Ok. Thanks, I think that all makes sense.
except for the bit about "if you see a niggle foul away, DP or no DP" or something like that.
Why would that matter?
Its like a free mighty blow/Dirty player on the injury roll

You might have been playing it incorrectly
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Re: The art of fouling
I disagree with the thickskull thing. I have often been very glad I fouled a thick skull first turn. I -maed a BC first turn and that was the way I won the game. Sometimes you have to get lucky to win a game. I will do a risky move when I think I need a success on it to win the match.
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Re: The art of fouling
I think whether or not to foul a player over Thick Skull has a lot to do with how important that player is. I think it's okay to foul Thick Skull if the victim is very important, such as a big guy, a BC or a Dwarf Runner or Blitzer. I also think it's less of a problem to foul Thick Skull early in the match as opposed to late, because Thick Skull doesn't decrease the casualty count and an early KO isn't as much of an issue as a later one. Another case is when you have a situational foul; even if Thick Skull works, the guy is still stunned.
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Re: The art of fouling
Agreed. I once won a tournament match with a turn 1 foul on a Flesh Golem that my opponent foolishly put on the LoS. Only got a KO - but he never came back.funnyfingers wrote:I disagree with the thickskull thing. I have often been very glad I fouled a thick skull first turn. I -maed a BC first turn and that was the way I won the game. Sometimes you have to get lucky to win a game. I will do a risky move when I think I need a success on it to win the match.
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Smeborg the Fleshless
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Re: The art of fouling
As you can see it is all about adapting to the environment. Risk vs reward. If you check the Digital League threads you will see that I slaughtered a team that I honestly had no chance at starting the game. Fouling was a huge part of my 11 + Morg + Skitter rats beating 16 Amazons (2130K) and killing and maining the 3 best Amazons in the league:) I beat them 2 to 0 to boot:)
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Re: The art of fouling
Ts, yea.. I have fouled out bullcentaurs too. It's worth it if your fouler is low cost and his target is a key player. It's not a good strategy for gaining numerical advantage, you will break even on the current half and lose on the 2nd (but if you brought bribes, you will likely gain advantage).
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Re: The art of fouling
Bit of thread necromancy I know, but I am curious as to how Dragoonkin got on with his 3 induced Dirty Player mercs against that team 700k odd higher than him.
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Re: The art of fouling
Carnis - Fouling to gain a numbers advantage first half is key when you have the players to spare. If you only have 12 players to start vs them having 16, then no fouling. If you have 14 vs them having 11 or 12 then by all means foul away first half with high quality fouls.
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