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YOU MAKE THE CALL!
Posted: Sat Apr 07, 2007 10:20 pm
by Digger Goreman
It's an extremely slow night and I was just wondering... given the following regulars on this team (as they approach a game with an experienced Norse team):
Zombie 4328 Regeneration, Block
Zombie 4328 Regeneration, Guard
Zombie 4328 Regeneration, Block, Dauntless
Zombie 4328 Regeneration, Kick
Wight 6348 Block, Regeneration, +1 AG
Wight 6348 Block, Regeneration, +1 AG, Guard
Flesh Golem 4429 Regeneration, Stand Firm, Thick Skull, Guard
Flesh Golem 4429 Regeneration, Stand Firm, Thick Skull, Block
Werewolf 8339 Claws, Frenzy, Regeneration, Block, +1 AV, MB, Dodge
Werewolf 8339 Claws, Frenzy, Regeneration, Block, Dodge, +1 AV, MB
I've got a rookie Ghoul 7337 Dodge 1 Spp, Missing Next Game....
I have 280,000 in treasury and so have no problem with spending.... I'm almost certainly giving up a lot of Inducements anyway (I'm at 1,520,000) so I don't know bout buying any stars or inducements myself.... Nevertheless, what do ya'll think?
1) Take the cheapest approach in a Journeyman Zombie?
2) Go ahead and buy another Ghoul? Keep both or fire one after game?
3) Merc or something I haven't thought about?
Posted: Sat Apr 07, 2007 11:56 pm
by da_crusher
I would most likely just get that journey zombie. But when thinking about it, what about Whilhelm Chaney and a Bribe? Especially against Norse. Or you could get Setekh. Don'T know, tough decision.
By the way, could you send me your dice? I love your Wights and your Wolfs. I had a AG4 Guard Wight once, loved that fella.
Posted: Sun Apr 08, 2007 1:13 am
by Digger Goreman
It's curious how the wights and weres have come up almost the same (a little out of synch on the weres).... 10s are not that hard to come by and 1 doubles in six rolls are average.... The wights have been nick-named "The Butterfinger Brothers"... since they've routinely rolled double ones for ball pick-up and passes since they've achieved +Ag....
Otherwise, yes, they are quite useful.... As the ghoul has been in moving to assists blocks... but I have more guard on the team now... so it might work well enough to go J-man zombie....
Just don't know....
Posted: Sun Apr 08, 2007 5:18 am
by datalorex
Does the 1.52 million include the journeyman?
Posted: Sun Apr 08, 2007 8:16 am
by fen
Buy another Ghoul and keep it. Ghouls tend to get injured and die a lot so it's always nice to have a pair of them on the go. It should also be a juicy target for other people, so that might keep some attention away from other members.
Your team is too small anyway, 11 players is not enough depth even if you're ahead of the rest of the league in TV (13 is what you want). Inducements aren't that good, so there's no need to have a short bench.
I'd even consider a Ghoul and a fresh new Zombie
Posted: Sun Apr 08, 2007 8:50 am
by Bucket-Head
fen wrote:.
I'd even consider a Ghoul and a fresh new Zombie
No doubt about it!
You really need 13 players.
Posted: Sun Apr 08, 2007 2:48 pm
by Digger Goreman
datalorex wrote:Does the 1.52 million include the journeyman?
No, oh worried one...

... that's with 10 players....
Posted: Sun Apr 08, 2007 3:07 pm
by datalorex
Vomit Lickspittle wrote:datalorex wrote:Does the 1.52 million include the journeyman?
No, oh worried one...

... that's with 10 players....
Dang, you have nearly as much block as my Norse team! WTF!!! I would comment on what you should do, but since I'm your next victim, it wouldn't be impartial. hehheh
Posted: Sun Apr 08, 2007 3:19 pm
by Digger Goreman
Yeah, "victim", riiiiiiight... so, what is your Norse team's value?
Posted: Sun Apr 08, 2007 3:27 pm
by datalorex
Vomit Lickspittle wrote:Yeah, "victim", riiiiiiight... so, what is your Norse team's value?
About the same as yours. With a journeyman or a hire, there won't be inducements on either side.
I think I'm seriously outgunned with all that guard of yours.
Posted: Wed Apr 11, 2007 8:43 am
by Little_Rat
I would take Hack Enslash, a Wizard and a Bribe, a Chainsaw agains AV 7 of the Norse is hard, additionally, a Fireball against a pack of Norse... it hurts. Or a Lightning Bolt, if the norse choose to take Zara (I hate this girl.... really).
Well, but I don´t think you need more Ghouls. I used my Ghouls often for the Runs but with Agi 4 Wights... take more Zombies to fill your line and at most one Ghoul, if your players are in the Box
Posted: Wed Apr 11, 2007 1:04 pm
by Kheldar
Bucket-Head wrote:fen wrote:.
I'd even consider a Ghoul and a fresh new Zombie
No doubt about it!
You really need 13 players.
I consider this as a wise advice. A bench of 13 players is needed, and the ghouls help to not get your wolfs und wights hit to hard. I would not induce any stars, cause this would give your opponent inducements, he would normaly not have. A chainsaw against your wolves could become very unkind.
Posted: Wed Apr 11, 2007 2:49 pm
by wesleytj
That is a pretty awesome team, and like most of the rest I would suggest buying a new ghoul and zombie, and keeping both.
Posted: Wed Apr 11, 2007 3:28 pm
by voyagers_uk
keep it simple an additional ghoul will be a great start, save buying the Zombie in case of freebies from his crunchy AV7 Norse.
Posted: Mon Apr 30, 2007 12:47 am
by Digger Goreman
Ok, normal skill roll (3rd skill) on a 6439 Orc Blitzer with Mighty Blow.... What would you give him?
Arkham Asylum Anti- Social Club 1,440,000 3RR, FF9, AC1, CL1, Apoth, Treasury 260000
Goblin 6237 Dodge, Right Stuff, Stunty
Goblin 6237 Dodge, Right Stuff, Stunty, Catch
Black Orc 4429 MB, Guard
Black Orc 4429
Black Orc 4429 Block
Black Orc 4429 Guard
Thrower 5338 Sure Hands, Pass, Nerves of Steel, Accurate
Troll MNG 4519 Loner, Always Hungry, Mighty Blow, Really Stupid, Regeneration, Throw Team-Mate, Break Tackle, Block, Guard
Blitzer, Orc 6339 Block, Guard, MB
Blitzer, Orc 6339 Block, Pro
Blitzer, Orc 6439 Block, +ST, MB, ?
Blitzer, Orc 6339 Block, Guard
I'm thinking that Frenzy, Juggernaut and Tackle top the list with maybe Strip Ball? Opinionated choices please....