Why FF9 all the time?

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Manik
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Why FF9 all the time?

Post by Manik »

Looking around all kind of posts, seems to me like y'all usually start with FF9 in any league play.
Can someboday explain why?
Seems to me better to start with more positionals, maybe a Big Guy and so win right from the beginning. If I start with a FF ~5 and win, I will have a good chance it will rise pretty fast and have a good team.

Thanx for your explanations. :)

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Joemanji
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Post by Joemanji »

FF9 will give you more money as your team develops. Not just in the short term, but all through the team's life. If you don't have a high FF, you are screwed for winnings once the negative mods on the Gate table start to kick in.

In the very short term, you might be better off with FF1 and more players. But if you want to play the team in the long term, you need as high a FF as possible.

The reason for wanting to start with a high FF is that the roll to see whether FF goes up or down is very unreliable. I had a Human team win their first 17 games in a row, always with at least a +2 mod on the FF table. After that time, my FF was IIRC only one point higher than it was when I started the team. :-?

Even so, you can't be certain of winning. If you start FF5 and then lose a couple, you could be down to FF3 very quickly. Then you will be shafted, and as those positionals you initially bought die, you won't have any money to replace them.

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mattgslater
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Post by mattgslater »

It depends a lot on the length of your league, your coaching skills, and the rules you play.

If you're playing in a long league using the 4th edition LRB rules, you should bulk up on FF to start. If you're playing in a short league, FF is good but not as necessary. If you're a good coach, you can get away with a little less fan factor, as your FF will tend to rise more quickly. In 3rd edition variants, the same guidelines hold, but FF is usually a little less important later in the season.

If you play PBBL, my guess (and this is theorybowl, but I think that it's pretty obvious) is that your coaching skills will drive your FF. If you buy a lot and lose a lot, your FF will crash and you'll be sorry you bought so much. If you buy a lot and win a lot, your FF will creep up slowly to a certain point, then stop. If you don't buy much and lose, not much will happen, but if you don't buy much (or any) and win, it'll rise steadily. Also, though having a FF advantage will tend to help you in the game and with winnings, there are certainly no guarantees -- the gate rules make FAME look pretty fickle. Another thing to consider is that Assistant Coaches and Cheerleaders have been given a raison d'etre, and are actually worth considering to start with!

Your team is also a big determinant. With Orcs in any rules, you can buy all the stuff you want to start, screw your ff, spend all your early money on a couple of benchwarmers and maybe a re-roll or something, and you're set. By the time your money machine grinds down, you've got everything you need (barring the once-in-a-blue-moon fatality). You can't do that with Skaven.

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Post by wesleytj »

They've pretty well summed it up. If you're building a team for the "Long Haul" of league play, you need the FF for the extra money it provides, not to mention the kickoff results that will be more likely to go your way. Sometimes those make the difference between winning and losing a game.

League play generally rewards players who build a solid team "infrastructure", meaning rr and ff. you can only buy ff at the beginning, and your rerolls cost double after startup.

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Post by Wosret »

Well Nuffle is fickle as always

My Khemri team Started with 9 FF and now 17 games(5/5/7) later they are at FF 4 which is only because in the last 3 games i gained 3 FF
From the 8th game they were at FF 1 and have been there for 6

They are in their third and last season but now they actually seem to be winning games (and destroying the opposition is not the issue here)

How many ones :o can u roll for FF :?:

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Post by wesleytj »

i don't like the change where they added the rule of 1 and 6 to ff rolls. your point is a perfect example of that.

yay! i won the game, got plenty of cas, plenty of td's...but i lost fans? :?:

besides, it takes away a reward for winning.

returning that rule back to the original interpretation would prevent issues like you're talking about, which are frankly silly. A good team with a winning record that causes carnage should have NO trouble keeping fans. That's what BB is about after all!!

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Joemanji
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Post by Joemanji »

The Rule of 1 and 6 was removed from the FF roll in the last Rulez Review.

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Post by Xtreme »

http://www.midgardbb.com/Tactics/FF9_BB2k1_Zombie.html

Possibly the best contribution from Zombie.

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Post by Chairface »

Nazgit wrote:The Rule of 1 and 6 was removed from the FF roll in the last Rulez Review.
Good!

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mattgslater
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Post by mattgslater »

Chairface wrote:
Nazgit wrote:The Rule of 1 and 6 was removed from the FF roll in the last Rulez Review.
Good!
Really! I ended my last season 9-3 with a 1FF!

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Post by Dam »

Does the FF9 "rule" for starting teams apply to Vault rules? From the little I've read people's posts, and read the 1.10 rules, FF isn't that important; when compared to LRB.

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Post by Manik »

Ok, I calculated the difference betwenn FF5 an FF9 in winnings. Having FF9 instead of FF5 will give you 10K more income in ~3 out of four games, always assuming my FF stays the same. Does seems too much to me.....

And I agree with mattgslater with what he said on FF raises and stagnation. With FF9, it will hardly rise much no matter how I play.

I plan to go into a long season with Norse. As it is with Norse, I expect to win regularly early on but will loose some players.

With your advice on FF, here is my idea for the team:

Minotaur
Thrower
Blitzer
Blitzer
7 Line

3RR
6FF
Apo

Do I stand a chance against quite a bashy league (LRB 4.0) with all coaches with a few seasons under their belt?

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Post by Duke Jan »

No it isn't as important anymore in PBBL. It stil has an effect but it's not as direct anymore. My guesstimate is that ideally your FF is on average 1 higher than the FF of your opponents. It gives you a positive winnings bonus and an edge when rolling on the kick-off table while minimising your opponent's inducements and maximising yours. At high TV high FF is a mixed blessing as it might give you enough money to have some left after paying spiralling expenses but it also can make you pay more spiralling expenses by tipping you into the next expense level.

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Post by vanGorn »

Every Point FF adds a dice to the gate roll. That's an average of 3500 spectators. Every 20000 spectators raise the winnings by 10000 gc.
So the value of one Point FF is 1750 gc, if you only look at the effect it has on the winnings. The additional value of in-game effects are more difficult to calculate.

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Post by Al the Trowel »

One thing that hasn't been mentioned is that more resilient teams do not need as much revenue to stay competitive as softer teams. Eg Orcs, Chaos Dwarves and Dwarves. A combination of high armour on key players and/or low prices on softer positions means they are less likely to suffer player turnover that eats into their treasury. Therefore these types of teams can take a calculated risk with lower FF.

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