Page 1 of 2
What to do when it all goes wrong...
Posted: Wed Aug 27, 2008 8:07 pm
by razorclaws
Ok, you know every so often it goes wrong, then it get's worse...
Started a mini league with 7 friends, plan is all play each other once then do a playoff 1st v 8th etc...
Now played my first two games (using my chaos dwarfs), lost both 2-1 and 1-0, while close I lost. Also I suffered two casualties, one on each of my bull centaurs, and due to some rather bad luck both ended up dead.
So there I am in our league with 5 dwarfs, 4 hobgoblins, 3 rerolls and 50K in the bank, I'm going to keep on playing and yes i'll get inducements, but anyone have any experience from recovering from these sorts of setbacks so early on?
Posted: Wed Aug 27, 2008 8:34 pm
by Tante Kaethe
You have to shout "
Nuffle sucks"!
It probably won't help but you might feel better afterwards

...
Seriously though, that's really tough luck on your side. But keep your head up and try to make the best out of it. If you know that you'll get enough inducement-money for your next game, you may consider not to take a journey-hobgoblin but a mercenary Chaos Dwarf or Bullcentaur instead.
Cheers
Tante Käthe
Re: What to do when it all goes wrong...
Posted: Wed Aug 27, 2008 9:13 pm
by Leilond
razorclaws wrote:Ok, you know every so often it goes wrong, then it get's worse...
Started a mini league with 7 friends, plan is all play each other once then do a playoff 1st v 8th etc...
Now played my first two games (using my chaos dwarfs), lost both 2-1 and 1-0, while close I lost. Also I suffered two casualties, one on each of my bull centaurs, and due to some rather bad luck both ended up dead.
So there I am in our league with 5 dwarfs, 4 hobgoblins, 3 rerolls and 50K in the bank, I'm going to keep on playing and yes i'll get inducements, but anyone have any experience from recovering from these sorts of setbacks so early on?
Shit happens
Depending on the inducement, you'll probably be able to take a bull centaur mercenary... go for it... and probably a dwarf mercenary too
You lost 260.000 gold value
A bull centaur mercenary costs 160.000
A dwarf mercenary costs 100.000
There's the possiblity you'll have both
Count that you'll have two free hobgoblins journeyman (page 29 of the manual)
Thus, you'll have two journeyman hobgoblin and at least a bull centaur mercenary
And do your best until you'll have enought money to buy back the bull one
Posted: Wed Aug 27, 2008 9:32 pm
by bouf
That is some abysmal luck.
What can I suggest beyond new dice!?!?
Try to keep your head in the game as best you can... These losses affect the coach worse than the team! That kind of hit to morale will leave you feeling like "there is no point" but you have a shot at the finals with the system you guys are playing... And those are the only games anyone remembers. You have six games to recover, skill up and make cash! Get on to that old time blood game plan and focus on ball control and momentum.
Remember, it's not wether you win or lose, but how much misery you inflict on those that think they stand a chance...
Posted: Wed Aug 27, 2008 9:36 pm
by one_second_of_insanity
Okay it has happened so far with my Slann team this season, I am now at round 5
Round 1 vs Dwarves 7CAS against including 2 Deaths (one catcher and one blitzer) and no apothecary
Round 2 vs Halflings 1CAS against caused by a tree (it was only a journeyman)
Round 3 vs Humans 3CAS but all bar one was only BH
Round 4 vs Humans 0CAS (but I inflicted 4 plus one death not saved by apothecary)
Round 5 vs Chaos 1 CAS
Round 6 vs Dark Elves 4CAS including 2 Deaths (one catcher and blizter again and the apothecary didnt save them!)
It is depressing but you need to just keep fighting through, I have abysmal luck when it comes to CAS against and at the end of round 5 my team was back on track and had no journeymen left on the roster. My advice would be just to accept it as part of BB and keep playing ... I am the only one whose team has been mauled this badly in our league of 32 players, even the halflings are doing better! I guess no one likes me leaping everywhere and really screwing their teams over

Posted: Wed Aug 27, 2008 10:10 pm
by tenwit
The trick to reducing casualties on a Slann team is to leap less. Fully 1 in 3 cartings-off are caused by leaps. (The khemri coach has about about the same ratio for TG casualties, though his are caused by GFIs.)
Razorclaws, I'd suggest that your playstyle either needs an all-AV9 team, or needs to be changed. You must be leaving too many players in toe-to-toe combat. If you're getting CASd too much, try playing a more mobile game until you recover. You (usually) can't win a slugfest when you're already three men down. Hit the opposition when you can, but follow up less often.
Posted: Thu Aug 28, 2008 1:43 am
by one_second_of_insanity
Except not one of my casualties this entire league have been caused by failed leaps

(my last game I easily made over 30 leaps and only failed 2, I know it is risky but I needed to to reposition and prevent being at a further numbers disadvantage)
Posted: Thu Aug 28, 2008 2:41 am
by DoubleSkulls
Two dead bulls? Ouch. That's really unlucky.
Since you are 260k down that's quite a lot of inducements you should get.
Take the two journey hob gobs (80k) I'd probably then save all my money until I could afford a BC, then save again until I can get the next - that means you keep those journey hob gobs for a while...
Posted: Thu Aug 28, 2008 3:13 am
by mattgslater
You owe it to your opponents to a) play this team to the bitter end (this ain't it) and b) play this team to the best of your ability and make lemonade out of the lemons you've been handed. I think it depends a lot on how fast you get your puzzle pieces together. Definitely save up to buy BC#1, then see where you are. But remember that Hobs don't make good Journeymen, as they have to handle the ball. Dwarfs, OTOH, make great Mercs.
Posted: Thu Aug 28, 2008 3:53 am
by Jural
Many leagues allow in season restarts. You retain your record. Often you are stuck using the same team, many times the exact same starting roster.
If these options are available to you, take them.
If not, do what everyone else has said. Save for a Bull. Buy him. induce mercenary bulls, dwarves, minotaurs, and journeyman hobgoblins. Basically, you should still be competitive and have some fun, but it's a bitter pill to swallow relying on so many players who can't help your squad longterm.
Posted: Thu Aug 28, 2008 6:05 am
by Ullis
Are mercenary bulls worth the inducement money? They have no block and are unreliable ball carriers with Loner.
I guess you need them for Defense, though, because of their Speed.
Posted: Thu Aug 28, 2008 6:13 am
by bouf
Mercs can pay for skills... Well one at least
Block, Sure Hands, Break Tackle, Kick-Off Return... All good on a Man-Cow
Posted: Thu Aug 28, 2008 6:26 am
by Ullis
So for the purposes of this post that means 1 journeyman Hobgoblin (40k) and 1 Merc Bullcentaur with Block or Sure Hands (210k). That's 11 players. Against an opponent with normal two skill-ups you get 1 more journeyman Hobgoblin or Bloodweiser Babes.
Would there be any good star players available?
Posted: Thu Aug 28, 2008 8:13 am
by irlandes
the star player Zharg is quite cheap-good...
Code: Select all
Zzharg Madeye Chaos Dwarf 60,000 4 4 3 9
Skills: Loner, Hail Mary Pass, Pass, Secret Weapon, Strong Arm, Sure Hands, Tackle, Thick Skull
Its secret weapon, BUT ST4, AG3 sure hands is quite good for 60k...
Posted: Thu Aug 28, 2008 8:16 am
by Leilond
Two Journeyman are FREE, because he have only 9 players. Thus he obtains two FREE hobgoblin and THEN he can buy inducement (a skilled bull pheraps)