How many rerolls are enough?

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Warpstone
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How many rerolls are enough?

Post by Warpstone »

So I've got a 173TV Chaos Pact team with nothing left to buy or replace (knock on wood, I've had to replace 3 big guys in 2 seasons) with a lot of money in the bank. I've always had 4 rerolls and will generally find myself out of them by turn 6 or 7 in most games (no starting skills will do that). So would you buy a 5th reroll in my position? I've often considered 4 rerolls to be as much as you'll ever need, but I wonder how much another will really help compared to the additional TV bloat.

Would it be smarter perhaps to buy assistant coaches and cheerleaders instead for a shot at bonus rerolls and (more importantly) reroll denial?

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Re: How many rerolls are enough?

Post by Aliboon »

If you're running out at the sharp ends of halves, then get another.

Do you have a Leader?-more efficient TV-wise, but Marauders need the basic skills and Leader takes away from that, although at effectivly 20k for a reroll, it is probably worth it.

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Re: How many rerolls are enough?

Post by plasmoid »

Agree with Aliboon.
If you need it, get it!
I find that failing a crucial roll at the end of the half is often the difference between defeat and success.
And the 5TV discount from leader is definately worth considering.

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Re: How many rerolls are enough?

Post by SunDevil »

You say no other purchases are a pressing matter at the moment so I say buy the 5th reroll. You can always cut it later if you feel it's bloated.

I like Leader on many teams but I agree with Aliboon that the Marauders need other things more.

I'm jealous - this makes me wish I could afford a 5th reroll on my Goblin team!

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Re: How many rerolls are enough?

Post by stashman »

I think diffrent :lol:

Marauder with Block and Leader will do good on the field.

But 5 rerolls is always good to have (almost all my teams have 5 rerolls, even the elf teams).

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Warpstone
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Re: How many rerolls are enough?

Post by Warpstone »

Thanks guys, I guess I am heavily leaning towards taking that 5th RR. Alibbon's right as to why I'm not using a skill pick on leader: I'm desperate right now to get the block/guard/tackle I need to keep up with teams that already start with some basic skills.

I normally stick to 4RR, but I think what got me thinking about another was simply the late TTM attempts that this team seems so good at. An ogre hurling a two-headed gobbo is not a bad desperation attempt and having that reroll left over for the Gobbo's landing is tantalizing. :)

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Re: How many rerolls are enough?

Post by Craigtw »

I think that the extra RR can become good TV management. You might want to make sure that you are not going to playing a killer team the next round (that is going to leave you short of players), and maybe not leave yourself completely broke.

I would go for the RR.

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sunnyside
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Re: How many rerolls are enough?

Post by sunnyside »

I'd go for the re-roll.

You're already finding yourself short.

And beyond that, your playstyle can change a little bit with more re-rolls.

I change when I find myself with as many TRRs as I have turns left (or nearly as many).

Instead of just standing a lineman next to that high strength Claw+MB+PO nasty I'll throw a defenders choice block. With a TRR it's a good 90% chance I'll at least shove them off.

Or maybe I'll make a risky dodge with my last guy to move that, if successful, will make life a lot harder on their ball carrier.

Also I may put off move actions until later in the turn if where I'd want the people depends on or would be enabled by earlier actions have a low risk of a turnover (blockers throwing 2D blocks). If I use a TRR, than maybe take the free moves.

Similarly if I just have moves left I may be more willing to use GFIs if it helps my field position. Again, if I use a TRR I'll shift to being more conservative.

It all comes down to risk/benifit tradeoffs, but having the TRRs lets you take more of what would otherwise be undue risks in order to get the benifits that can win you the game.

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Re: How many rerolls are enough?

Post by Carnis »

If you're blockfat, then 3 rrs is enough. I shudder at the thought of fielding 5.

Rather use your money cycling big guys until they roll doubles for tentacles or block.

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Re: How many rerolls are enough?

Post by Powerhausen »

I'd rather have to many than too few. And even if you find yourself near the end of the half with a couple to spare, they're not "wasted"; you can still use them to influence some non-critical rolls, such as getting an additional block or two going through.

So, with my Chaos squad, I have four at the moment, but I can see myself getting a fifth somewhere up the line.

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Re: How many rerolls are enough?

Post by lerchey »

I find that it depends on the team and my style of play. I never like to start a team with fewer than 3, and 4 is my comfort zone. If I care less about the TV (generally, I don't bother to try to keep my TV down - partially because I think that a well filled out roster has more value, and partially because I'm stupid) I load up on RRs as the team needs them.

I started a dwarf team in a league with 4. People lthought I was nuts. Most other players (I actually joined late and had to try to catch up in games, I started around 30-40 TV down in my first 4 games) only had 2 or 3. In my first week (2 games) I tied and lost against teams that were 40-50 TV higher than mine. The next week I had the same result, though I had purchased a new blocker and had skilled two players. I never lost another game that season. I eventually bought a 5th re-roll as I tended to use them a lot and was running short by turn 6 each half against some teams. Then my team won the dungeon cup, which counted as a 6th RR. Didn't need nor want to buy more after that.

OTOH, in the first league I ever played in, I started a team and the guy running the league told me that 2 RRs should be plenty. Lost way more games than I won and since my players were expensive I spent money trying to fill in needed positions and never did get more RRs. Suffered badly for it. When you run out on turn 3 and still need 'em, you don't have enough.

If your teams needs the rerolls and you can afford 'em, I say go ahead and buy them.

As others have said, if you really need to the TV down and you don't think you need them, you can always drop them.

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Re: How many rerolls are enough?

Post by Smeborg »

I generally find that 3 team re-rolls is enough, plus Leader if you have Throwers. Occasionally I will take 4 team re-rolls (for example in my all-Hobgoblin side), but this is rare.

I like to keep TV lean - re-roll management is one aspect of this.

So my philosophy is a bit different to what has been expressed on this thread - I'd rather have too few re-rolls than too many. But of course, the goal is really to have "just the right" number.

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Re: How many rerolls are enough?

Post by Joemanji »

Take as many as you feel. Don't be afraid of TV ... it is always better value than the Inducements your opponent may receive. The exception being an exceptionally deep bench on a high AV team, but I have run an Orc team up to TV250+ with 15 players at all times and had no trouble.

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