Resurrection of the Redfangs

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Redfang
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Resurrection of the Redfangs

Post by Redfang »

Tonight I will Resurrect my Vampire Team; The Sylvania Redfangs

The rules used will be (awaiting League Commish' approvement) Vault, but with this version of the Hypno Gaze:
Hypnotic Gaze (MUTATION): The player has a powerful telepathic ability which he
can use to stun an opponent into immobility. The player may use the hypnotic
gaze skill only during a Move action. A player may not continue to move after
using the hypnotic gaze skill. The player may turn his hypnotic gaze on one
opponent who is in an adjacent square. The player makes an Agility roll with a
-1 modifier for each opposing tackle zone on him beyond the victim's. If the
player successfully makes the D6 roll, then the victim is hypnotised and loses
their tackle zone for the rest of the team turn. If player fails the D6 roll,
then the hypnotic gaze has no effect.
Not sure yet about "stab".

I will try this team:

3 Vampires
8 Thralls
4 ReRolls
7 Fanfactor

I know that only 11 players is quite a risk, but I do want 3 rerolls and reasonable FF to start with and starting with only 2 vampires seems perhaps too low-powered to me.

Will keep this updated (I hope)

R

Reason: ''
Ik wou dat ik twee blondjes was,
Dan kon ik samen spelen.

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Post by Redfang »

Well, that was our first match.

It started with finding out that under vault rules, vampires cost 120000 gps, instead of 110000. This meant that I either had too loose a reroll, loose 3 ff or loose a vampire. I chose the last option so then my team looks like this:

2 Vampires
10 Thralls
4 ReRolls
8 Fan Factor

Our first match was against Lizardmen. They had two wins, already, and the team consisted of 1 Krox, 4 Sauri, 1 with Guard and a whole load of skinks.

I chose to receive, and rolled a cage with one vampire carrying the ball down the field. The other vampire lead a distraction on the other side of the field. Unfortunately, just before Lothar would score our first TD in this incarnation, and bite a thrall to celebrate, our other vampire, Mortania, was seriously injured; she will be missing our next match.
This is also were the good dice rolling stopped.
Having lost one of the vampires was a heavy toll and left me incapable of stopping the Lizards scoring a TD; attrition started taking a toll during this drive, and one of my thralls was killed.
The second half started with my team considerably smaller than the lizard team, and again I was unable to prevent a TD (though I did get 2 2-die blocks against his ballcarrier...)
I then had about 4 turns left to score and rolled a similar cage again (only this time without the diversion on the other side of the field as I didn't have enough players left for that). I fouled a Saurus during my drive and got a -1 Str result (the apo was already used to heal a dead saurus) :D Lothar ran from the cage in the 15th turn, and failed a GFI. A skink ran in, picked up the ball and passed it toward the other side of the field, where it ended up between three or so sauri. And so the match ended.

Next match I'll be having 1 vampire and 9 thralls. No increases, +1 FF (9 now) and 60k to spend.

The question Do I spend my money now or save it for a vampire.
And if I spend it, should it be on a Thrall or an Apothecary?

R

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Ik wou dat ik twee blondjes was,
Dan kon ik samen spelen.

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Post by Gorbad »

You can't use an apothecary on a Vamp, and I'm guessing none of your thralls has any skills yet, so the Apo can wait for a bit IMHO. I'd suck it up and wait for more cash to buy a 3rd Vampire.

Against a 2 Vamp team my simple priority would be to foul the hell out of one, as having only one seriously limits your options.

And face it... an extra blocking dummy without block will not help you win the next game.

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Redfang
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Post by Redfang »

That's what I thought. But if my next game gets tough again, I might end up with too little to save the team... Not sure how big that risk is; where's our Halfling coach when you need him, huh?

R

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Ik wou dat ik twee blondjes was,
Dan kon ik samen spelen.

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Post by kwailung »

If you're using the Vault rules, you sure aren't using all of them, are you? In the vault playtest rules as they stand now, (still 1.5) you don't buy Fan Factor. All teams start out with a Fan Factor of 5 for free. And the after-match rules make it REALLY hard for FF to go up or down. (It's in section 2.4, the last paragraph of the "Creating a Team" rules before the note about wizards.)

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Redfang
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Post by Redfang »

Our league is LRB, but we're test the vampire team closest to the vault; so all the team rules from the vault apply (positionals, skills, cost etc) but with that the league rules of the lrb

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Dan kon ik samen spelen.

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Post by Dave »

"true" : the commish

but I am not sure if a team coached by a guy with redfang's luck has anything to do with playtesting :D :D

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Post by Brokje »

"not true" (his opponent).

Luck? Only up to turn 4, aftre that I pushed his whimpy thralls away as feathers. His only luck was that I did not hurt him more....

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Post by Redfang »

I think that's what Dave meant; lack of luck :cry:

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Dan kon ik samen spelen.

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Post by Dave »

btw redfang .. have you sprayed red paint into your eye this time ???

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Redfang
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Post by Redfang »

No, man, that's my natural colour; I'm :evil: :lol:

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Post by Redfang »

Finally got to play a second match, so I'll revive this thread once more. :)

The status: 9 thralls and a vampire, 4 RR, 9 FF and no increases, vs 2 treemen, a bunch of Halflings and then some.

1st half the trees both showed up. and I lost 2 of my RRs. I scored the 1-0 in a number of turns with a thrall, after some flings managed to sack my ball carrying vampire. (too many thralls were caught up by treemen to build a decent cage). 1-0

The halflings then tried but failed to score (I think it had something to do with a fumbled fling)

2nd half; down to 9 players versus 11. He scores in 2 or three turns. I receive the ball, and again cage up around my vamp (he needed the TD for an increase). The huge amount of halflings, however, was enough to block up my cage, so I have to move back into my own half. Some thralls standing around on the other flank, however, make my opponent think my next move will be there and he moves all his halflings over. I move back to the sideline I just came from and use the few thralls I had left (around that time, I lost two to a tree...) to hold some of his flings. He goes for a 2die blitz which might push my vamp out of the field, but fails the GFI (or the dodge, I don't remember). My vamp runs in the 2nd TD, and a 4 turn riot takes up the last 2 turns.
A somewhat lucky 2-1 win for me.
Conclusions: Vampire teams with only one vampire suck!
With my 60k winnings I bought a third vampire, meaning that with my other vampire returning next game (had a MNG) I will have 12 players again.
Now I have to decide on 2 increases. I'll give block to my vampire, and probably block to my thrall as well.
Suggestions?

R

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Dan kon ik samen spelen.

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Post by Juggernaut »

give kick to thrall

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Nine out of ten goblins wouldn't miss it for a one-way Troll Air ticket to the end-zone!
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Post by Redfang »

I considered kick as well, and I'm not entirely sure yet. But I think having some block players will save me RRs for the Bloodthirst rolls while my speed is too low to fully profit from kick

R

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Dan kon ik samen spelen.

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Post by Gorbad »

Dirty Player on the Thrall? Sounds like a nice option, though I'd personally go for block as well.

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