Merc, why didn't I think of that?! I will have over 100k in inducements, but I'm not sure how much. I love the merc beastman with guard idea. That would give me 4 guards on my team if I take guard with my newly skilled beastman. And I know this orc team will have its share of guards too.fen wrote:Guard, Block and Guard are the Staples for Chaos, and in any bashing on bashing match guard has a huge role to play, both with causing and preventing damage. This is quite important as you're down a Chaos warrior. Tackle will be almost useless against Orcs and Block is sufficient against Snotlings. You also have more than ample claw for a starting team so you want to work on getting as much Block + Guard as possible across all the players. Then consider specialty/damaging stuff like Extra Arms, Sure Hands, Mighty Blow and Tackle.
But with regards to Guard - You can't make AV rolls if you don't knock them over in the first place and likewise you don't suffer them unless you get knocked over. Guard keeps your other players on their feet more.
As for the journeyman beastman, and if he doesn't get injured, or even better earns SPPs, buy him at the end of the match. (As long as you don't lose a Chaos Warrior that is)
The other option is to look at the gap between the teams. If not inducing that Journeyman gives you enough for a mercenary chaos warrior, then don't induce. So as you know what match is coming up, consult the TVs and work out the gap.
I don't know if there is enough of a gap for any of these options but:
130K = Merc Chaos Warrior
140K = Merc Skilled Beastman (I'd consider Guard, to make him a high priority target for the opponent)
180K = Merc Skilled Chaos Warrior/Merc Minotaur
200K = Max (Chainsaw) + Bribe (Don't touch him without the bribe though)
270K = Ripper
290K = Borak
So not taking that Journeyman Beastman could put you 60K towards any of these options.
You can't hire mercs aftewards can you? At least with the journeymen, I can hire him if he get SPP.