Wizard
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Wizard
When is a wizard worth inducing? I like the idea of one, but with star players, it seems like you can get more bang for your inducement money other ways.
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A wizard is probably one of the better inducements imo-if you are a big enough underdog to be able to get the starplayers you want, then getting him is a good option too. Some teams don't really have very good starplayers either.
In cup (semi) finals he's great-no stars allowed!
Probably best against strong slow teams like dwarves and khemri-fireball that cage.
In cup (semi) finals he's great-no stars allowed!
Probably best against strong slow teams like dwarves and khemri-fireball that cage.
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a wizard used at the right time is a key to winning against any team, its like an ekstra blitz, so you can get to the ball or score that winning TD, a wizard can turn the tide in a bash v bash game...
And best of all if your opponent play to awoid you good use of the wizard, then it just paysoff the whole game because it hampers your opponents playstyle.
And best of all if your opponent play to awoid you good use of the wizard, then it just paysoff the whole game because it hampers your opponents playstyle.
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I would say there are 2 inducements that are of outstandingly good value:
- Wizard at 150,000.
- 2 Babes at 100,000.
Which is better value depends on the situation, but as a generalisation, I would say that the Wizard is the best value inducement in the game.
Hope this helps.
- Wizard at 150,000.
- 2 Babes at 100,000.
Which is better value depends on the situation, but as a generalisation, I would say that the Wizard is the best value inducement in the game.
Hope this helps.
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Smeborg the Fleshless
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The threat from a wizard is as important as the actual wizard himself. As an opponent, knowing that one of your players can be knocked over on a 2+ means that having a lone man in the backfield, or a lone reciever upfield can be dangerous and it means your opponent has to dedicate more bodies to safeguard the ball.
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And the Wizard doesn't steal any SPPs. I hate it when my hired star gets the MVP...
Against fast teams, lightning bolt on the ball carrier can be great. Against any team that cages, fireball in the cage works great. It does work like having two blitzes for that turn, and if you're lucky, you'll get one or two guys stunned or worse.
With my Goblins, once I have loaded-up on Bribes, a Wizard and/or Babes are usually my next purchases.
Against fast teams, lightning bolt on the ball carrier can be great. Against any team that cages, fireball in the cage works great. It does work like having two blitzes for that turn, and if you're lucky, you'll get one or two guys stunned or worse.
With my Goblins, once I have loaded-up on Bribes, a Wizard and/or Babes are usually my next purchases.
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Cramy
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I almost agree with Smeborg.
Only inducement with better value imo is eldril at 170 k and that obviusly only goes for elves.
He has mostle the same effect as a wizard. He changes the way your opponant needs to play and he vil likely help you to get your hands on the ball in the opponants drive. On top of that he can be used several times and realy be a help on offence aswell - opening runninglanes.
Only inducement with better value imo is eldril at 170 k and that obviusly only goes for elves.
He has mostle the same effect as a wizard. He changes the way your opponant needs to play and he vil likely help you to get your hands on the ball in the opponants drive. On top of that he can be used several times and realy be a help on offence aswell - opening runninglanes.
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- purdindas
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I would only induce a wizard if I had a huge amount of dosh to spend on inducements. Probably at least 500,000. Star players, bribes, apothecaries and babes would generally be above the wizard in my shopping list. Saying that though he can be a useful addition. If you fail to knock down their ball carrier by conventional means and he's about to score then use the wizard at the end of your turn. 

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I think there are many inducements that are equal (or better) value than wizards, at least in LRB5.Tripleskull wrote: Only inducement with better value imo is eldril at 170 k and that obviusly only goes for elves.
Chainsaw stars.
High ST Block, Mighty Blow Stars like Zug or Borak.
High ST players on teams with have access to high ST like Ripper & Borak for Nurgle.
Brick & Grotty for Ogres.
Deeproot & Chef for Halfings.
Zara on a Dwarf team.
Wizards are good, and have a nice effect on an opponents play but I don't think they are most TV effective inducement.
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To start from the end. obviusly the chef is good tv for the halflings - since its 1/3 of the price. Same goes for bribes at half price combined with secret weapons.
Most of the stars you mention is comparable to two wizard - they might be better than a wizard and something more. but they would rarely be better than two wizards would, where that possible.
The chainsaw can go either way. You can also misfire the wizard, but I think the wizard win considerable more games than chainsaw does.
Most of the stars you mention is comparable to two wizard - they might be better than a wizard and something more. but they would rarely be better than two wizards would, where that possible.
The chainsaw can go either way. You can also misfire the wizard, but I think the wizard win considerable more games than chainsaw does.
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Wizard: 150,000
High Strength Stars:
270,000 for Ripper
300,000 for Borak
260,000 for Zug
In general, they're all going to be at least 100,000 more than the wizard.
I'd say that for a chance to win the game, they have about equal effect. The stars have a bigger chance to reduce damage to your team and to cause damage to the other team. But to get the win, the wizard is a better deal.
There's obviously exceptions. On a team like ogres, getting an ogre and a goblin on the pitch instead of 2 snotlings is amazing. Goblins have discount bribes and halflings have discount chefs. Both of those are central to the strategy of the team and are value priced. Someone like Dolfar Longstride on the right team would be an amazing value.
Chainsaws are there to cause damage, but the fear of them often means they don't have as much impact as everyone thinks. When they work well...they're as good as a wizard, but they have a bigger risk of being duds than chainsaws.
High Strength Stars:
270,000 for Ripper
300,000 for Borak
260,000 for Zug
In general, they're all going to be at least 100,000 more than the wizard.
I'd say that for a chance to win the game, they have about equal effect. The stars have a bigger chance to reduce damage to your team and to cause damage to the other team. But to get the win, the wizard is a better deal.
There's obviously exceptions. On a team like ogres, getting an ogre and a goblin on the pitch instead of 2 snotlings is amazing. Goblins have discount bribes and halflings have discount chefs. Both of those are central to the strategy of the team and are value priced. Someone like Dolfar Longstride on the right team would be an amazing value.
Chainsaws are there to cause damage, but the fear of them often means they don't have as much impact as everyone thinks. When they work well...they're as good as a wizard, but they have a bigger risk of being duds than chainsaws.
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As chainsaws are the one of the few inducements to get a higher price in LRB6, indicating how effective they are, how effective do you think they are?Decker_cky wrote: Chainsaws are there to cause damage, but the fear of them often means they don't have as much impact as everyone thinks. When they work well...they're as good as a wizard, but they have a bigger risk of being duds than chainsaws.
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