I got some questions and remarks about your ideas
Coach Alex wrote:
Well anyway, regarding the use of an apothecary, you got to consider a few things :
- The kind of injury : a "Out for the game" injury doesn't deserve an apothecary intervention, keep it for the killed players or those who loses stats instead.
Usually that is my philosophy as well. It could however be used in a tactical way as well.
I once used my apo on a KO-result. Having that player on the field was my only option to score the winning TD. It payed off.
I once used my apo on a BH-developed BlackOrc against a developed Chaos team. I figured that i really needed the STrenghth on the field or i would be over-strenghthed and that would lead to more injuries.
The next turn he injured the Troll and a Blackorc and he overpowered me anyway,...i left with a Nig on a BlackOrc. This time it didnt work, but i would do it again the same way.
Same as that i decide in important games to use my apo on a failed Nig roll on an important player. Even when playing elves against a bashing team...The thing is: with more players on the field you can very often lower the chances of getting injuries. If the game goes well with elves you can score just at the moment before your players will be killed. You need the right players to be able to controll the pace of the game though,...
Coach Alex wrote:
- You can use an apothecary at the end of the game : got a niggling on your Chaos Warrior? If you think you can win without him, wait until the end of the game to use your apothecary on him, just in case someone get killed ...
Is this true? We always played "use it now or don't use it at all"
Coach Alex wrote:
- The turn in which it happens : if you get a Serious Injury resulting of a "Throw a rock" kick-off event of the first drive of the game, I would seriously reconsider using the apothecary on that!
Can you apo something done by the public? does throw a rock count as done by the public? I can't remember. Your point is valid though. The moment of the injury is very important in the decision.
Coach Alex wrote:
- The team you're playing with : if you play woodelves and get a line-elf niggled, keep your apothecary for wardancers ... or one of the other five players you'll get injuried in the game!
Your point is valid again. You need to consider the team you are playing with. If i am playing elves however i would chose to heal the niggle, because it is "#players" that you will lose games on. Losing a movement or even an Agility wouldnt be so bad. If you protect your wardancers they wont get injured,...or at least the chance is pretty small. Take less risk with them if you already used your apo.
Coach Alex wrote:
- The team you're playing against : the odds of getting a player injured against Khemri are not the same than against Halflings eh!
- The value of the player : an apothecary on a 50k linerat? What the hell? Keep it for your Gutter Runners dammit!
That depends on your moneyflow i guess,...a linerat with 2 skills is a lot harder to replace than a gutterrunner, even with 2 skills.
Coach Alex wrote:
- The "skill-wise" value of your player : if he has AG5, may be you could think about using the apoth on him even if he got killed on the first drive don't you think?
That;s sort of what i said in the one above
It is allways a combination of things ofcourse

W
Crusader against all odds.
W