Numbers on the team!
- Yelf
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Numbers on the team!
I havent played BB for very long and therefore I havent had any experience with the spiralling expenses, inducements and optimising ones team-Cockerel. Obviously stronger teams such as dwarves dont need 16 players on their teams due to high AV etc.
At the moment I play a Skaven team and I am a bit uncertain on how many players I want on the "optimal" Cockerel. Should skaven go for all 16 players or what do you think?
Also wonder the same thing about the Chaos team which is the team I will start for next years league.
Cheers
At the moment I play a Skaven team and I am a bit uncertain on how many players I want on the "optimal" Cockerel. Should skaven go for all 16 players or what do you think?
Also wonder the same thing about the Chaos team which is the team I will start for next years league.
Cheers
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- Grumbledook
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- Shaggy
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I would suggest that if everyone else has maxed out thier roster, then playing 14 and leaving yourself two slots for stars or skilled mercs is not a bad idea either.
I think the number of players required is very dependant on your race, and the league make up though, so I won't go into long details about the crazy calcs I go through to decide how many to carry.
(for those times when player death lets me choose to have more than a handfull.)
I think the number of players required is very dependant on your race, and the league make up though, so I won't go into long details about the crazy calcs I go through to decide how many to carry.
(for those times when player death lets me choose to have more than a handfull.)
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In the revised rules you can bring the number above 16 players with Starplayers.
When that is said, I would personally suggest you dont go above 14 players. In my experience a high number of players is not worth it, since your TV will be way to high and too often give your opponent to much inducement.
When that is said, I would personally suggest you dont go above 14 players. In my experience a high number of players is not worth it, since your TV will be way to high and too often give your opponent to much inducement.
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- Shaggy
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I have to re-read them again then. I missed that completely. Should be in red text in inducements I would think right?SteffenS wrote:In the revised rules you can bring the number above 16 players with Starplayers.
cheers
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- Rab
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Isn't that only if some of your 16 are unable to play (i.e. you can only have, including stars, mercs etc, 16 players eligible to take the pitch)?SteffenS wrote:In the revised rules you can bring the number above 16 players with Starplayers.
But on the original point, I'd be happy with 13 players, shedding linerats as you can afford the positionals and then (if the rest of your league have heavy rosters) punish any oppositional 'flab' with inducements

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- Shaggy
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The currently posted LRB documents with red changes
http://www.midgardbb.com/LRB_PBBL/LRB_5 ... lowres.pdf
On page 49 clearly states that positional limits and roster limits apply to taking mercenaries.
For skaven specifically I'd carry 2 vermin, 4 runners, 2 throwers and 6 line rats. = 14 players.
http://www.midgardbb.com/LRB_PBBL/LRB_5 ... lowres.pdf
On page 49 clearly states that positional limits and roster limits apply to taking mercenaries.
And if specifically states that you may not hire stars to go over 16 men eligible to play the match.The normal
limits on the total number of players allowed in a team and in
each position do apply to Mercenaries (so they aren't truly
unlimited). However, players that are missing the game due to
injury do not count towards the number of players on the team,
so you can use Mercenaries to replace players that are missing
a game if you wish.
Therefore. I re-state my opinion that 14 is the maximum number of players that most teams would want to field.Star Players may not take the number of players in the
team to more than 16. However, players that are missing the
game due to injury do not count towards the number of players
on the team, so you can use Star Players to replace players that
are missing a game if you wish.
For skaven specifically I'd carry 2 vermin, 4 runners, 2 throwers and 6 line rats. = 14 players.
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- mattgslater
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See, I think it's highly dependent on situational factors. A really well-run Pro Elf team, for instance, might want to go to 15 because inducements will be rare, your AV7 players will frequently be missing matches, star players aren't the inducements you want with that team anyway, and 6 more TV doesn't make a huge difference when you're always giving everybody 30.
Khemri and Chaos Dwarfs should also go to 15. The worst thing that can happen is that you get man-down with a slow team, and your linos are AV7 at 40k.
Likewise, I think Norse, Amazons and Skaven should also go above 14 (especially Norse). Again, cheap AV7 linos... but also important are the relatively high value of a wandering Apo and bonus RRs (esp. on the Norse team), and the quality of your benchwarmers, in that the linos get some kind of positional trait (Block, Dodge, or MA7) as opposed to a Human or Orc, who's strictly a fill-in, a better speed-bump perhaps, but one with no affirmative advantages (as opposed to AV, a negative advantage) as a football player.
Speaking of Orcs, my opinion on Orcs is that you should go to 12-13 players plus any Goblins. If you're very successful, you don't care about how many Star Players you can higher, as your TV will tell you it's zero, and besides... with 11 positionals, why do you want a star player? So if you like Goblins, by all means max out with 11 Orcs, 1 Troll and 4 Gobs. Who cares? Field one on D (your best one: go DT-SS when he skills) and two on O (not the D-guy; give the second one Catch, third DT as a backup D guy), and on O you can throw them mercilessly, whenever it looks like a remotely good idea, with absolutely zero regard for the Goblin. If he dies, laugh and graphically describe his head splatter. But if you think Goblins are stupid, take 12 Orcs and a Troll and deny your opponent the extra 50k inducement that another benchwarmer would provide... 'cause that's all he'll do most weeks. If you're the underdog, a 14th guy on a no-Gob Orc team is about as good as a Babe or half a Wandering Apothecary, so again, don't commit the cash without a good reason.
Khemri and Chaos Dwarfs should also go to 15. The worst thing that can happen is that you get man-down with a slow team, and your linos are AV7 at 40k.
Likewise, I think Norse, Amazons and Skaven should also go above 14 (especially Norse). Again, cheap AV7 linos... but also important are the relatively high value of a wandering Apo and bonus RRs (esp. on the Norse team), and the quality of your benchwarmers, in that the linos get some kind of positional trait (Block, Dodge, or MA7) as opposed to a Human or Orc, who's strictly a fill-in, a better speed-bump perhaps, but one with no affirmative advantages (as opposed to AV, a negative advantage) as a football player.
Speaking of Orcs, my opinion on Orcs is that you should go to 12-13 players plus any Goblins. If you're very successful, you don't care about how many Star Players you can higher, as your TV will tell you it's zero, and besides... with 11 positionals, why do you want a star player? So if you like Goblins, by all means max out with 11 Orcs, 1 Troll and 4 Gobs. Who cares? Field one on D (your best one: go DT-SS when he skills) and two on O (not the D-guy; give the second one Catch, third DT as a backup D guy), and on O you can throw them mercilessly, whenever it looks like a remotely good idea, with absolutely zero regard for the Goblin. If he dies, laugh and graphically describe his head splatter. But if you think Goblins are stupid, take 12 Orcs and a Troll and deny your opponent the extra 50k inducement that another benchwarmer would provide... 'cause that's all he'll do most weeks. If you're the underdog, a 14th guy on a no-Gob Orc team is about as good as a Babe or half a Wandering Apothecary, so again, don't commit the cash without a good reason.
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- Yelf
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Skaven cant have 2 throwers can they? My choice at the moment would be 1 Thrower, 4 Runners, 2 Vermins, 1 Ratogre, and 7 Linerats = 15 playersMad Jackal wrote:
For skaven specifically I'd carry 2 vermin, 4 runners, 2 throwers and 6 line rats. = 14 players.
Its just to painfull to have less then 11 players on the pitch against a bashy team. And my league holds Ogres and Dwarfs.
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- Darkson
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Seeing as the LRB entry is:Yelf wrote:Skaven cant have 2 throwers can they?
I'd have to assume you can.0-2 Throwers 70,000 7 3 3 7 Pass, Sure Hands

Personally, if you're using Mercs and Stars, then I ouldn't bother with more than 14 players on the roster.
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- Yelf
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Haha, you are so absolutely correct! I dont know how many times I have looked at that page and always been convinced it read 0-1 thrower. Selective scarinessDarkson wrote:Seeing as the LRB entry is:Yelf wrote:Skaven cant have 2 throwers can they?I'd have to assume you can.0-2 Throwers 70,000 7 3 3 7 Pass, Sure Hands

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- Darkson
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English on the forum please (for all we know you could be insulting the thick English!
).

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Luckily he is not, he is just saying hello to his swedish friend...
About the skaven thrower I assume that the misunderstanding is based on the fact that the Skavenblight Scramblers set only includes one thrower, but what do I know!
About teamnumbers I assume I should get my Ogre team up to 16 players (6 ogres and 10 snotlings) because of how frail those little buggers are, unless I'm meeting a team with higher TV in which case I should drop the 1-2 worst snotlings from the team to make room for inducement-starplayers. I have finally reached 6 ogres, 4 Rerolls and an apothecary so I can finally bother myself with replacing the lost snotlings and don't need to depend on journeymen. Am I right in my thoughts?

About the skaven thrower I assume that the misunderstanding is based on the fact that the Skavenblight Scramblers set only includes one thrower, but what do I know!

About teamnumbers I assume I should get my Ogre team up to 16 players (6 ogres and 10 snotlings) because of how frail those little buggers are, unless I'm meeting a team with higher TV in which case I should drop the 1-2 worst snotlings from the team to make room for inducement-starplayers. I have finally reached 6 ogres, 4 Rerolls and an apothecary so I can finally bother myself with replacing the lost snotlings and don't need to depend on journeymen. Am I right in my thoughts?
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