when to use the apothecary

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Jeremiah Kool
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when to use the apothecary

Post by Jeremiah Kool »

What would you do in this situation:

It´s the first half (turn 4) and one of your Lineman gets injured and gains a niggling injury. Do you use the apothecary or do you save him for a more valuable player or a possible death?

In several games I had this dilemma and chose not to use him. When the game ended I didn´t have to use the medic at all. So I have another player with a niggling who I have to replace sometime.

I´m playing Dark Elves and have four Blitzers and two Witches on the roster. I feel that I have to save the apo for them and not for some "cheap" 70 K lineman, especially when there are still a lot of turns to play. But in the last games I always ended up with a new niggled player and I didn´t use the apo at all. :(

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Post by bluetooth »

I'd save the apo for the blitzers and witches. It would be another thing if the injury did happen in the second half, but in this case I would propably sacrifice your lino. Depends on the team and the league you play in tho.

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Post by Redfang »

Same here, but for me it would also depend a little on how many and which skills the lino has...

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Post by Duke Jan »

At some point the burden of niggles may become to great for your team and you may want to risk it. But you just know in advance that's the match where the witch-elf 5 SPP from her next skill is going to die and get the MVP.

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Post by Cloggy »

Personally I use the apot on the first permanent injury in the game, unless I'm playing an opponent who I expect to to TONS of casualties. After all, the probability of a permanent injury is not all that great. Only RIP's and half the SI's are perms, so the chance of a perm is about 1/3 for the next CAS.

Now we all know how Nuffle's sense of humour can screw you over when you use the apot to soon, and in case of a cheap lino (50k or less) I sometimes choose otherwise.

The thing is, if you don't use the apot you get outnumbered in the drive, and the likelyhood of having to concede more injuries goes up as well.

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Post by Patriarch »

Quick Apo question - when you use him is he then spend and must be repurchased. Or do you keep having him to use in the next match?

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Post by Tritex »

Just stay away from using your Apo on any BH/SI that are only a missed game and at times even damage to armour or movement as these are not the worst SI to have. I agree with using it first SI in any other case unless I have some very good players I am trying to protect and playing against Bashy teams. remember even saving Apo, its not guaranteed to work regardless! :oops: :cry:

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Post by Gorbad »

Patriarch wrote:Quick Apo question - when you use him is he then spend and must be repurchased. Or do you keep having him to use in the next match?
You buy him permanently (in LRB4 rules that is, dunno about Vault rules), you can just use him only once a match.

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Post by Tritex »

Gorbad wrote:
Patriarch wrote:Quick Apo question - when you use him is he then spend and must be repurchased. Or do you keep having him to use in the next match?
You buy him permanently (in LRB4 rules that is, dunno about Vault rules), you can just use him only once a match.
Vault rules - perminent purchase also but if you have 'Inducements' you can of course have 2 for 1 game!! :lol:

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Post by Patriarch »

Thanks - I got to check out the Vault rules, and if they are cool - sell the idea to my friend who I will start a league with. I just need to find out how to sell it. Why are the Vault rules made - are they specificly for leagues or?

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Post by Tritex »

Patriarch wrote:Thanks - I got to check out the Vault rules, and if they are cool - sell the idea to my friend who I will start a league with. I just need to find out how to sell it. Why are the Vault rules made - are they specificly for leagues or?
Have been playing Vault rules for a few weeks now and it appears on the surface that they create fair matches as 'Inducements' even the playing field for the match far more than handicaps ever did.
They allow a badly battered team to get back into the game and can motivate teams to play even the most indistructable teams in the league without the risk that they cannot survive or come back!!

So far getting the thumbs up here. We have modified it to keep the old system of FF rather than fame though as this I feel complicates things further for fluff reasons!

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Post by Duke Jan »

But in answer to your question, vault rules are experimental rules which are being playtested for possible use in the official ruleset of 2007.

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Post by Patriarch »

Thanks 8)

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Post by wesleytj »

this has brought up a pretty basic question with me, and i thought i had played enough of this game to not have too many of those left...

when you get an SI on a player, you get to find out immediately what the injury is? before you decide to apoth or not? We always read it that you rolled on the serious injury table after the game. Is this a recent change I overlooked, or what?

In answer to the original Q then, if I knew going in that he was going to get a Niggler, I'd use the apoth on him unless your opponent plays particularly roughly.

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Post by Cloggy »

The injury roll is fully resolved first. So yes, you know the injury before deciding whether to use the apot.

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My Bulls have the "Thin Skull" trait. After every block they make, roll a D6. On a 1+ they get ko-ed and stay in the ko-box for the rest of the game.
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