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Inducements for Dark Elves vs. Pro Elves

Posted: Thu Jun 18, 2009 5:59 pm
by Halskov1
I'm coaching a Dark Elf team. Three games in I have 11 players:

4 blitzers (2 with side step, 1 with dodge)
2 witches (1 with block)
1 runner
4 linemen

2 RR and an Apo, TV 124

Last game I beat a Dwarf team, but only after having a lost a lineman to death and having a Blitzer permanetly injured (-AV).

That brought me to TV 124, but with 130.000 cash to patch up the team.

I'm now facing a somewhat more developed Pro Elf team with all the positionals save 1 catcher, lots of block & dodge, a kicker and an accurate thrower. TV 147.

Now I am toying with the idea of replacing the injured Blitzer even though I fully realise, that I dont have to. We do not use the miss next game rule, so he can go right back into the fray.

If I do replace him it will give me 230.000 worth of inducements. What to do with those.


We do not allow starplayers or wizards.


I have no way to deal with blodgers and especially the two sidestepping ones will be a pain. I'm toying with hiring a merc assasin (of all things). That would leave me enough to take an RR too.

On the other hand he has no way of dealing with my blodgers, so I could think proactively instead and take a merc lino with SS instead to hold the middle on defense while the SS Blitzers hold the WZ. Then none of us will want to play offense :) This comes at the cost of the RR though.

Comments & ideas appreciated.

Posted: Thu Jun 18, 2009 6:12 pm
by Carnis
Rely on block witch for his blodgers & cross your fingers. Buy wizard + babe.

Steal his ball with fireball (cage) or lightning (solo blodge/sh runner you cant get to).

Posted: Thu Jun 18, 2009 6:13 pm
by Grumbledook
eldril sidewinder 170k

a bloodweiser babe 50k

elves are going to be passing the ball so when he runs some into your backfield you can go and blitz one of them and try and gaze the other one

if you fail the gaze passblock+catch+nerves of steel will cause him a right pain

Posted: Thu Jun 18, 2009 6:30 pm
by TuernRedvenom
Carnis wrote:Buy wizard + babe.
Grumbledook wrote:eldril sidewinder 170k
Halskov1 wrote:We do not allow starplayers or wizards.
:lol:

Posted: Thu Jun 18, 2009 6:35 pm
by TuernRedvenom
Replace the blitzer, and I would use the inducements to get a mercenary Assassin and a bribe and try win by attrition.

Posted: Thu Jun 18, 2009 6:38 pm
by Grumbledook
I read that twice and didn't see that

the second time was specifcally to see if stars were allowed

wtf?!

*facepalms*

Posted: Thu Jun 18, 2009 6:46 pm
by Patchwork
Grumbledook wrote:the second time was specifcally to see if stars were allowed
Sometimes rerolls just don't help :lol:

Re

Posted: Thu Jun 18, 2009 9:33 pm
by ulvardar
Mercenary assasin is the way to go. If you have money enough to buy him a skill, put tackle on him (for shadowing) or diving tackle.


Probably the only time i would recommend an assasin, i guess.

Posted: Thu Jun 18, 2009 10:47 pm
by Smeborg
I would be inclined to retire the injured Blitzer, not replace him (you get a Journeyman) and take 2 Mercenary Assassins. Your opponent will not like that, I can assure you.

Hope that helps.

Posted: Fri Jun 19, 2009 5:32 pm
by Halskov1
I was expecting people to argue in favor of keeping the injured blitzer, but everybody seems to share my (wavering) inclination to replace him.

If I keep him I could use the money to buy the 3rd RR which would reduce the inducements to 180.000.

That still leaves enough to induce a merc assasin (+ skill or a babe). Thats 12 players 3 RR, which strikes me as one of the best set-ups to actually winning the game.

I'll be stuck with an injured Blitzer for a few more games, but I have the 3rd RR, which I would otherwise be stuck without for a few more games.

Although firing and not replacing him is an interesting out-of-the-box suggestion, I can't help but think that a MV 7 block player is going to be more valuable than any inducements I can get for him.

What is the best set-up if I prioritize winning the game? Should the blitzer stay or go?

Posted: Fri Jun 19, 2009 9:54 pm
by mattgslater
I'd keep a -AV Blitzer. I'd play him out in the wide zones, situated to protect the corner with a TZ from a low-value square. I'd only replace him when I had the money for sure. Then hire the TRR and induce an Assassin with Tackle.

Posted: Sat Jun 20, 2009 3:35 am
by AswanJaguar
An AV8 player getting a minus AV is a lot bigger deal than you would think;

I ran the numbers a while ago for my own interest, and posted it over at the Cyanide forums.

Link: http://spreadsheets.google.com/ccc?key= ... zHxQ&hl=en

Personally, AV7 is a huge pain for me because I know that 33.33% of the time that the player gets stunned/ko'd/BH/SI/Killed he would have been fine with AV8.

I feel like you have to play a -AV player completely differently, since you can count on him getting stunned when it hurts the most z.z

Posted: Sat Jun 20, 2009 2:16 pm
by mattgslater
Let's weigh the alternatives:

1) Fire Blitzer, hire Blitzer. 11 players (12 w/Merc), 8x AV8, 4x Block, 2 TRR, 230k inducements. 230k = Assassin+(Apo or 3RR), or Assassin with skill + Babe.

2) Fire Blitzer, hire TRR. 10 players (11-12 w/Merc+JM), 8x AV8, 3x Block, 3 TRR, 210k inducements, Journeyman. 210k = Assassin with skill or Apo+4RR.

3) Keep Blitzer, hire TRR. 11 players (12 w/Merc), 7x AV8, 4x Block, 3 TRR, 180k inducements. 180k = Assassin w/ Skill.

So it's a skill on your Assassin or an AV on your Blitzer. You have 7 AV8 guys as is, which is enough to keep your AV7s safe for a turn or two, which vs. Pro Elves is enough. But replacing the Blitzer will reward you if you earn a roll on him.

This has changed my tune: I think you should replace the Blitzer. I also don't think it's a big deal.