Working a startup team for a league/advice needed

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Sushé Wakka
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Working a startup team for a league/advice needed

Post by Sushé Wakka »

Some fellows and I are starting a tabletop league. I've decided to coach Norses. Since we're still deciding if we're going to use the kicking rules or not, I've worked out two different rosters:
WITH KICKING RULES
7 Linemen: 350.000 gps
1 Thrower: 70.000 gps
1 Kicker: 70.000 gps
3 Blitzers: 270.000 gps
Apothecary: 50.000 gps
2 Rerolls: 120.000 gps
7 Fan Factor: 70.000 gps

WITHOUT KICKING RULES
8 Linemen: 400.000 gps
1 Thrower: 70.000 gps
2 Catchers: 140.000 gps
1 Blitzer: 90.000 gps
Apothecary: 50.000 gps
3 Rerolls: 180.000 gps
7 Fan Factor: 70.000 gps

I'm starting with twelve players and an apothecary in both rosters, and that's something I don't want to change (but feel free to suggest anything, that's just personal taste).
I guess you'll want some info of my league in order to give your advice, so here's the thing. There are other six players apart from me. We're starting a scheduled league and everybody is taking rookie teams. The other players are coaching Chaos, Chaos Dwarfs, Dwarfs, High elves (or maybe wood elves), Humans, and Orcs. The house ruling we've chosen takes us too close to the third ed., as the rules go as follow:
.- You can hire Star Players as permanent players for the roster, but then you're suffering a -1 penalty in the income roll for each 100.000 gps or fraction invested in Star Players. Freeboted Starplayers apply no penalty. Permanent Star Players suffer normally the effects of injuries.
.- Wizards can be hired as permanent members of the staff for 150.000 gps or freebooted for 50.000 gps. We're using the Racial Wizards rules.
.- Pro is considered a trait (the Orc coach states it's just too good to be a skill and that fluff supports it)
.- the Hand-off is a free action (rather than an action of its own)
.- Fractioned Movement: You can interrupt a player's action to make an action with another and then come back to the original.
.- The first Ageing roll is skipped.
.- No need of representing the coaching staff.
.- Each player receives one Special Play Card. Instead of Handicap rolls you get extra Special Play cards (one of which you can trade for a roll in the table, or for the chosen result with the highest TR difference)
Hope that's enough info. If not, just ask.
Thanks for your time and advice.

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Darkson
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Post by Darkson »

OK, kicking roster, I'd drop a blitzer, and take a catcher and 2 FF. You still need to give yourself that passing threat, even if you're playing to kick.

Non-kicking roster - I'd like to see another Blitzer in there, as you will need them to clear a hole for you to run through, but it's difficult to see what to drop. I'd probably drop a lineman and RR, and buy a blitzer and 2FF.

So my take:

WITH KICKING RULES
7 Linemen: 350.000 gps
1 Thrower: 70.000 gps
1 Catcher: 70.000 gps
1 Kicker: 70.000 gps
2 Blitzers: 180.000 gps
Apothecary: 50.000 gps
2 Rerolls: 120.000 gps
9 Fan Factor: 90.000 gps

WITHOUT KICKING RULES
7 Linemen: 350.000 gps
1 Thrower: 70.000 gps
2 Catchers: 140.000 gps
2 Blitzers: 180.000 gps
Apothecary: 50.000 gps
2 Rerolls: 120.000 gps
9 Fan Factor: 90.000 gps


I know you said you want 12 player on each roster, but I would be seriously tempted to drop a lineman and 1FF and buy an extra RR, as I prefer to start with 3 on Norse. This would give both rosters a FF of 8, which should bring in enough money to buy the 12 player after the first game.

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victorvoncarstien
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Post by victorvoncarstien »

hmm...I liked some of your special rules, namely the one to interupt actions...im gonna suggest that to my commish

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Sushé Wakka
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Post by Sushé Wakka »

Thanks for your help, Darkson. However, I feel that Norses are a bit too "squishy" so they would need that reserve player. Also, in a league filled with bashing teams, I feel it's better to assure that your team will survive the first match. I'll check your suggestions carefully when I finish THOSE BLOODY FEBRUARY FINAL EXAMS!

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