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Are apothecaries worthwhile in a resurrection tournament?

Posted: Thu Jun 11, 2009 12:20 pm
by Fat_Emrys
I've signed up for my first tourney (Carrot Crunch) and am pondering roster choices.

Given that all injuries are healed after each game, am I right in thinking that the 50,000gp an apothecary would cost might be better spent on giving a player a starting skill or perhaps on a Bloodweiser Babe (in the hope that more players will be KO'd than hurt)?

Posted: Thu Jun 11, 2009 12:32 pm
by Grumbledook
depends on the team

I took one on my chaos dwarfs to the last tournament I was at

they are also more worthwhile if using the experimental version that lets you change a KO to a stun, keeps that extra player on the pitch which could be vital

standard LRB5 perhaps isn't that great, not sure I'll bother with it again

Posted: Thu Jun 11, 2009 12:44 pm
by mattgslater
Depends a lot on tournament format, too. If your 50k for the Apoth could be used on skill purchases, probably not, but if it's a 1.1M game with a set number/progression of improvements, then it depends on the team's overall AV, price of linos, and relative field value of key positionals.

Posted: Thu Jun 11, 2009 12:47 pm
by Joemanji
Grumbledook wrote:depends on the team

...

they are also more worthwhile if using the experimental version that lets you change a KO to a stun, keeps that extra player on the pitch which could be vital
I think these are the two key points.

1) If you cheapest player is 70K, then 50K for an Apo is worth thinking about. Otherwise you are better off just taking the extra player, as an Apo doesn't help with KOs (and isn't worth risking on SI/Dead). I'd also look at an Apo if you have a deep bench. 13 players plus an Apo is better than 14 players, since you can often save the Apo for one of your skilled players or postionals.

2) But in LRB6 you can use the Apo to keep a KO'd player on the pitch. This makes Apos a lot better in tournaments, since if you don't need him in the first half on a CAS, you still get value from him in the second half. If you are kicking to a grinding team in the second half and they only need to score one, you might as well have ten Apos for all the good it will do. Off the pitch is off the pitch, be it a CAS or KO.

Posted: Thu Jun 11, 2009 9:42 pm
by SillySod
Apothecary an be good but I found it a bit hit and miss. I would always choose a 12th player before an apothecary and probably a 13th too.

Posted: Mon Jun 15, 2009 12:30 pm
by PubBowler
Joemanji wrote:
Grumbledook wrote:depends on the team

...

they are also more worthwhile if using the experimental version that lets you change a KO to a stun, keeps that extra player on the pitch which could be vital
I think these are the two key points.

1) If you cheapest player is 70K, then 50K for an Apo is worth thinking about. Otherwise you are better off just taking the extra player, as an Apo doesn't help with KOs (and isn't worth risking on SI/Dead). I'd also look at an Apo if you have a deep bench. 13 players plus an Apo is better than 14 players, since you can often save the Apo for one of your skilled players or postionals.

2) But in LRB6 you can use the Apo to keep a KO'd player on the pitch. This makes Apos a lot better in tournaments, since if you don't need him in the first half on a CAS, you still get value from him in the second half. If you are kicking to a grinding team in the second half and they only need to score one, you might as well have ten Apos for all the good it will do. Off the pitch is off the pitch, be it a CAS or KO.
Almost sums it for me with one more thought, fouls & KOs.

Teams that don't foul much and don't get KO'd very often (Dwarfs are the obvious one), get more out of an apoth.