Vampire Team in an Open Challenge League

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nick_nameless
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Vampire Team in an Open Challenge League

Post by nick_nameless »

I have a newish Vampire team in an open challenge league. It's 2-2 with wins against Lizardmen and Pro Elves and losses to Wood Elves and Underworld.

After 4 games I am still working with 3 Vamps and 8 Thralls (Albeit 2 Journey-Thralls). I have the cash to buy 3 Thralls and get to 12 players, but I also have the cash to buy one Vamp and to continue to field Journey Thralls.

EDIT: I could also afford my 6th reroll if I wanted...

Originally I had planned to buy the Thralls, but seeing as they are relatively cheap, I am starting to change my mind and am thinking about grabbing that 4th Vamp.

Is there some kind of "Golden Ratio" of Vamps to Thralls that people like to use?

Skill wise, I think I know what I want to do. I have one Vamp that's going Block, Mighty Blow and 2 that are going Dodge Block. Deciding what to do with the Thralls was tough, but I decided that I would spam Fend for the first skill so that the Thralls could retain the ability to remain mobil and be where I needed them. Wrestle is going to be next, although I do reserve the right to go Block, Kick on one guy and maybe Block, Sure Hands on another.

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txapo
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Re: Vampire Team in an Open Challenge League

Post by txapo »

my golden ratio:

Always same number RR than vamps (if i want to add a new vamp always first will buy a RR). Then if I can as many thralls up to 13 players. Doctor only for vamps that get severly wounded, their progresion is two slow as to loose any. If a thrall gets an injurey he is dissmissed from service, and if enought cash he is replaced.

If you get a +1 ST Vamp or a +1 AG vamp the team doc becomes personal doctor for him!!!

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nick_nameless
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Re: Vampire Team in an Open Challenge League

Post by nick_nameless »

txapo wrote:my golden ratio:

Always same number RR than vamps (if i want to add a new vamp always first will buy a RR). Then if I can as many thralls up to 13 players. Doctor only for vamps that get severly wounded, their progresion is two slow as to loose any. If a thrall gets an injurey he is dissmissed from service, and if enought cash he is replaced.

If you get a +1 ST Vamp or a +1 AG vamp the team doc becomes personal doctor for him!!!
SO you don't really care now many thralls you have versus how many Vamps? EDIT: It sounds like you would be fine running 5 vamps and 6 thralls...just wondering where the breakdown is for people.

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Re: Vampire Team in an Open Challenge League

Post by nick_nameless »

I have a match tonight now...so I need to make the decision.

I am going to go with the Vamp. I have 5 TRRs, so we'll see if I can make that work for me :D

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Drool_bucket
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Re: Vampire Team in an Open Challenge League

Post by Drool_bucket »

With not having any Blodge Vamps, I would go the "safer route" of Thralls over a Vamp. Skill up the three you have to the "safety" point of Blodge.

Then baby in a fourth vamp.

Keep those Thrall around... you saw what happens when you have 2 or 3 Thralls left....

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nick_nameless
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Re: Vampire Team in an Open Challenge League

Post by nick_nameless »

Drool_bucket wrote:With not having any Blodge Vamps, I would go the "safer route" of Thralls over a Vamp. Skill up the three you have to the "safety" point of Blodge.

Then baby in a fourth vamp.

Keep those Thrall around... you saw what happens when you have 2 or 3 Thralls left....
Already took the Vamp plunge.

While I don't necessarily disagree with you, I was swayed by my general inability to roll greater than a "1" for gold, and the fact that I actually had enough to buy a Vampire.

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Re: Vampire Team in an Open Challenge League

Post by txapo »

the key is probably getting al dodges and blodges as soon so you dont expend RR in dodges and blocks (or no so many) and you keep them for blood lust, so you loose less thralls up to 13-14 players is fine as thralls are so cheap than you can have some unskilled in the bench not boosting your team too much.

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Re: Vampire Team in an Open Challenge League

Post by spubbbba »

Vamps need subs more than most other teams. It’s bad enough the opposition will be removing your players off the pitch in short order but when your own team does it too then you can often expect to start the 2nd half under strength even with a full 16 man roster.

I’d have got 3 thralls for your team as 3 vamps is plenty. I don’t think you can afford to start with just 11 players. As for the re-roll to vamp ratio, you want at least 2 per vamp in the early days. Since your team lacks starting skills then you’ll be needing those a lot as all 2D blocks will fail 1 in 9 times and even vamps ball handling and dodging will fail 1 in 6.

At higher TV you can get away with 1 in 1.5 as you don’t need to have all the vamps on the pitch and some wrestle/block on the thralls along with sure hands and blodge on the vamps will mean you can save the re-rolls for bloodlust, vital hypno’s and general dice failures.

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