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Necros at Spike

Posted: Tue Jul 15, 2008 9:38 pm
by Punkpogoer
Well I've seen a couple of these threads so far so I'll give it a go. My planned roster for Spike2008;

2 Flesh Golems
2 Werewolves
2 Wights
5 Zombies
2 RR
20K in bank(for later skills)

I'm a fairly inexperienced player so all the advice would be greatly appreciated. Thoughts on skill progression would be nice also.

Spike2008 Roster rules
ROSTERS
Coaches have 1,000,000 gold crowns with which to build their teams. There is no skill or skill advancement rolls given out prior to the first game played.


Star Players, Wizards, Necromancers & Chefs
All Star Players are available (for their relevant teams) at their FULL costs; ie, Griff Oberwald is worth 320,000 GC. The LONER rule will apply.

No Wizards will be allowed.

Undead coaches (Necromancers) CANNOT raise the dead in any match.
Halfling coaches (the brave & few) may purchase a Halfling Chef as part of the coaching staff for 100,000 GC.

Skill Advancement
After EVERY game, each coach will be given 20,000 GC to advance a player on his/her team. These "Bonus Gold Crowns" can be used to promote any one player's VALUE amount at one time, or the coach will have the option of saving this money for a future pricier advance. Each coach's "Team Value" will be the same regardless and NO inducements will be allowed. Whether or not you choose to save up or spend the "Bonus Gold Crowns" each player may only receive one upgrade throughout the entire tournament. "STAR PLAYERS" cannot be improved in this manner. This money corresponds to the Value Modifiers Table in the LRB 5.0, p27, and depends on the skills available to the player scheduled for improvement.


So for example, an Amazon Blitzer could purchase the following enhancements at the following costs:

Any GENERAL or STRENGTH skill:
Any AGILITY or PASSING skill:
+1 MA or +1 AV:
+1 AG:
+1 ST: 20,000 GC
30,000 GC
30,000 GC
40,000 GC
50,000 GC
You can see why some coaches may want to save the enhancement money for later games. This is the ONLY way to advance players on your team, as we will not officially track SPPs during the SPIKE! If you have questions please feel free to ask.

CASUALTIES
All casualties that have been inflicted on your team, including deaths, are wiped away at the end of game. In other words, the team resets after each game. Skills & upgrades accrued throughout the tournament will NOT be lost, even if the player dies.

In terms of stats, please record all casualties that remain in play at the end of the game as having been inflicted by your team. That is, injuries caused by crowd pushing and rocks thrown from the crowd may still earn you the "Rambo" award for most casualties (and possibly act as a last-resort tiebreaker for the coaching award), while injuries Regenerated or prevented by an Apothecary will not.

Posted: Wed Jul 16, 2008 2:27 am
by Grendel
Personally I went for two Ghouls instead of the Flesh Golems.

Check out this topic:

viewtopic.php?t=25093

Posted: Wed Jul 16, 2008 3:14 am
by Punkpogoer
I guess that's why no one is answering the post. I better start using the dreaded "search" button. Thanks Grendel.

Posted: Wed Jul 16, 2008 10:34 am
by PubBowler
Punkpogoer wrote: I guess that's why no one is answering the post.
You gave it 5hrs and 45mins. And late evening/early morning for Europe.
A touch optimistic perhaps.

In any case, the other thread has lots of decent advice.

My opinion remains that the FGs are too expensive for all but the longest leagues.