Huge Inducements against Dark Elves using Slann

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SillySod
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Post by SillySod »

Ok, thanks for the figures. Lets assume that the chainsaw is going to be fouling with an assist... an assist is pretty easy to get without being out of position and you want an assist or two to try and get the most out of your chainsaw. With an assist its going to be close to 30% send offs.

If you suffer a send off then obviously the bribe isnt useless, it will keep you on the pitch. My problem is that you've then only got another couple of turns worth of fouling before the chainsaw disappears for good when the drive ends. With cunning working of odds and clever play you can probably make it work but its still a bit dicey and might distract you from winning. I think that 2 bribes and a saw or no bribes and a saw will produce a much better risk/reward.

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Post by Leilond »

SillySod wrote:Ok, thanks for the figures. Lets assume that the chainsaw is going to be fouling with an assist... an assist is pretty easy to get without being out of position and you want an assist or two to try and get the most out of your chainsaw. With an assist its going to be close to 30% send offs.

If you suffer a send off then obviously the bribe isnt useless, it will keep you on the pitch. My problem is that you've then only got another couple of turns worth of fouling before the chainsaw disappears for good when the drive ends. With cunning working of odds and clever play you can probably make it work but its still a bit dicey and might distract you from winning. I think that 2 bribes and a saw or no bribes and a saw will produce a much better risk/reward.
I won't save the chainsaw for a send-off because of a foul. I will continue to foul with every player around the pitch until the bribes come to be used. The bribes is to save the chainsaw form the secret weapon rule or to save another player from the fouling rule, unless you have the ball and the chainsaw is sent-off at the beginning of the first turn... in that situation PHERAPS it can be usefull for the chainsaw too
Bribes costs 100.000 because they're always effective, not because of chainsaw

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Post by SillySod »

Fair enough, he dosent have any DPs though and might be lacking the punch needed to knock elves down - why I suggested the random cards.

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Post by Leilond »

SillySod wrote:Fair enough, he dosent have any DPs though and might be lacking the punch needed to knock elves down - why I suggested the random cards.
With 2 players assisting the fouler against an AV 8 player, you have 24% to send the player off-the pitch (KO or Inj), 34% to stun (58% total to break the armour)... with 3 assisting players you 42% of stunning and 30% of KO+Injury...
Fouling isn't so effective like before, but with the correct use of assistance at the right moment, in can be effective now too

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Post by one_second_of_insanity »

Well I pretty much had the saw down as an auto include, I was tossing up about the bribes and unfortunately we cant use any cards this season. Thanks for the maths on the fouling send offs in an earlier game I only had 2 turns of the saw against a chaos team (bad positioning on my part) I really do feel like just killing his team but I'm not sure how successful I will be since I am using Slann.

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Post by Andromidius »

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Post by CoachScott »

hmmm.... 650K to spend 8)

4 slann journeymen for numbers - 240K
1 Kroxigor Mercenary + Block - 220Kish (High strength + mighty blow + block = dead elves, additionally prehensile tale will be great against dodgers).
1 Chainsaw + Bribe - 180K. Need the bribe to keep him chopping off those limbs!

All up 12 players, 640K spent, and plenty of opportunity for murder and mayhem!

You could also drop the chainsaw and perhaps 'Block' on the big lizzie, to take a slann star player. You might need some extra skills in this game.

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Post by Jural »

The Krox simply can't take Block as a mercenary... he can only take strength skills (guard is a good choice, but typically I'd leave him unskilled and same some cash.)

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Post by CoachScott »

Jural wrote:The Krox simply can't take Block as a mercenary... he can only take strength skills (guard is a good choice, but typically I'd leave him unskilled and same some cash.)
Thats a shame. Guard would be nice however, but as Jural said only if you had the cash.

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Post by tenwit »

CoachScott wrote:1 Chainsaw + Bribe - 180K. Need the bribe to keep him chopping off those limbs!
Slann can play for time, but elves won't. And being down men, playing for time is probably not a good idea. End result: you get two (or maybe only one!) short drives with a chainsaw.

You're better off without a chainsaw for this particular pairing.

There are some good Star Players. None with tackle, unfortunately, but Lottabottol (Diving Tackle + Shadowing + Pass Block) and Hemlock (Stab without SW) are both feasible candidates. At 390k total, why not get both?

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Post by DoubleSkulls »

Hemlock is also a decent AG, fast Blodger so good for moving the ball around. Sidestep and stab is also a handy combo.

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Post by CoachScott »

ianwilliams wrote:Hemlock is also a decent AG, fast Blodger so good for moving the ball around. Sidestep and stab is also a handy combo.
Jump-up + Stab is always good as well

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Post by DoubleSkulls »

Lottabottol, 220k, is also handy against elves - almost a perfect safety with pass block, diving tackle and shadowing.

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Post by PubBowler »

SillySod wrote: Take a mercenary kroxigor. A kroxigor wont really care about having the loner skill tagged on so its a bit of a bargin, add to that that kroxes were designed to screw up agility teams and are arguably the best big guy in the game.
Although we have argued about this, I agree he's a good choice here.
As well as Helmut.

Hemlock wouldn't be bad either.

Not convinced by a bribe, but not a lot of other options spring to mind.

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Post by AK_Dave »

My $0.02USD:

Ultimately I'd like to see you able to field 12-13 players for this match so that you have enough depth to your bench that you can keep high value players like the Catcher and Blitzer out of the way for the first half while you bash and foul the sh!t out of your opponent. Then when you dominate the field in the second half, you can bring them our for scoring and SPPs.

300K: 5x Journeyman Slann
170K: Rookie Merc Krox
170K: Hemlock

Despite the massive disparity, I'd still consider the possibility of using the Journeyman option for team building. Not in the sense where you get out of the office and shoot paintball at the boss's ass, but the in the sense where you have 5 freebie Slann Linemen to bash around the field with. Maximize this. This also gives you depth on your bench to consider some serious fouling activity in the first half.

The Merc Krox is a gimme. He adds some well-needed beef (tastes like chicken!) and is tailor-made for messing with Agility teams. Already well justified above. If you want to blow 50K (+40K cash) on upgrading him, add Piling On to maximize the potential of his Mighty Blow and high ST. But I'd leave him alone.

Finally, Hemlock. Superlative blodger, but you're begging for a chance to Stab anything AV7. If you get to Blitz with him, strongly consider his Stab. With Dodge/Stunty you can easily squeeze him into somewhere that he'd be 3D-against to block, then use Stab. Basically BEGGING your opponent to gangrape and kill him. But he's a freebie, so you don't care if he dies, as long as your league lets you take him again next game. Plus he has that Chumbawumba magic going for him with Jump Up. I think he'll suck a lot of negative karma away from your frogs.

Optionally drop 1 Journeyman Frog for Piling On with the Krox.

Tactics:
If you kick at the start of the game, I'd begin the game in a cage and surrender the wide zones. Put your fastest players on the trailing edge of said cage. Beg your opponent to score quickly. Dare him. Meanwhile, bash and foul anywhere you get the chance. Then when he kicks to you, run the clock down and tie the game with half his team in the D/I box. Second half, he kicks to you to start it and you go for TDs and turnovers while brutalizing whats left of his team.

If he kicks to you at the start, plan to end the half with a turn 7 score so he'll have JUST BARELY enough time to tie it up if he plays fast. But he'll already be brutalized and short players if you've done your job right so this should be an easy turnover. Not that you'll score, but you should end the half 1-0 and then repeat this turnover performance in the second half.

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