Inducements 101

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Sandwich
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Inducements 101

Post by Sandwich »

I've played in several leagues in the Cyanide game, but am soon to be making my first foray into grown-up league Bloodbowl. Whilst I know the playing aspects ok, what I'm not so sure about is the range of inducements, and what is good to take when. Obviously playing on Cyanide has shown me a tiny set of the available stars, and some of the basic ones (like apothecaries, wizards, etc), but when it comes to the full range of stars, and the special play cards, I'm clueless.

So, can anyone recommend some inducements worth taking in general? Some more specific questions would be to ask when its worth taking the cards, or mercenaries, and what stars could be worth taking/avoiding.

For reference, I'll either be taking Goblins or Pro Elves in the league. And yes, I realise that with goblins the first 150k will go on bribes... its anything above that I'm interested in!

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Re: Inducements 101

Post by Itchen Masack »

Well if you like using the Fanatic, maybe dont buy him and use the Star Player fanatic instead? Only 10k more with Mighty Blow & Move 4. He does have loner though. Or better still..use both! :-D

Have never used the special play cards before so I'd also be interested on peoples thoughts on these.

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Re: Inducements 101

Post by burgun824 »

Eesh. This is a tough question because a lot of times it depends on who you're playing and what your objective for the match is. In general for Goblins you are going to want to consider Ripper at the top of your list I would think.

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Re: Inducements 101

Post by Warpstone »

A lot depends on where you are in the league season. Early on, it makes sense to give up potential game winning help (stars, wizards) for effects that keep your core players from getting pounded into a pulp (apos, some magic item cards, babes--once you go down players early, you start a downward CAS spiral in the match).

Later on, if you're in the playoffs or pushing for a higher league position, then you want to risk a higher chance of player attrition in order to field difference makers and counter-pieces (i.e. wizards, star players that negate the opposition's strengths).

If you have a reliable gameplan for your team such as grinding or scoring on the counterattack, you'll find inducements that you find more reliable for your style (i.e. bribes and chainsaws vs apos and babes).

Generally, cards are often the last inducement chosen unless you have tons of cash to spend--in which case you're so desperate for a luck break that a 200kgp+ card effect may be your gameplan. But don't forget that you can draw cards one at a time rather than reserve a large sum of cash for them. You can spend 50kgp, draw a magic item and if it's not one of the ones that reduces the chances of injury for a star, you can spend again.

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Re: Inducements 101

Post by Smeborg »

Sandwich - typically the best value inducements for AV7 teams such as Gobbs and Pro-Elves are 2 Babes. For just 100,000 it means KOd players have a 5 in 6 chance of coming straight back on the pitch. I have won many a match in this way.

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Re: Inducements 101

Post by Ullis »

The Dirty Trick cards are a lot of fun and there's some real game winners there as well. They're also a bit like the wizard. You must keep reminding your opponent of them to make him worry and not to forget about them yourself!

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Re: Inducements 101

Post by spubbbba »

Ullis wrote:The Dirty Trick cards are a lot of fun and there's some real game winners there as well. They're also a bit like the wizard. You must keep reminding your opponent of them to make him worry and not to forget about them yourself!
That is a very good point, often the psychological impact of the wizard can be more effective than the fireball or lightning bolt itself.

For elfs in particular if you force a bashy team to spread out their cage then dodging into 2 tackle zones can be a viable strategy and that means there will only be 1 defensive assist. Using some sort of marker such as a wizard model or even the old templates can help you remember and be used as a reminder to your opponent.

A low AG team like dwarfs or khemri may choose to score on turn 7 rather than risk their ball carrier getting taken down by the wizard and having no one else to pick it up.

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Re: Inducements 101

Post by TheDoc »

Hi Sandwich.

I have a copy of this with me at the league but you might want to print this out.

http://www.plasmoids.dk/Inducements.pdf

It is very good.

As for which are best, Wizards, babes, apoths, bribes, and certain star players. Cards are alright but can blow up in your face it is more of a chance that adds flavour!

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Re: Inducements 101

Post by RogueThirteen »

Inducements that most people tend to think are worth their weight in gold are Wizards and Bloodweiser Babes. The Halfing Chef, on the other hand, most would agree is not really worth the 300k for non-Halfling teams.


But really, inducement choice is really situational on your team and your opponent's faction. Up against a lot of Blodging opponents? A chainsaw is pretty darn good.

As Goblins, you're inducements will presumably all be best suited going to Bribes, Stars (Ripper, the Looney, and/or the Chainsaw), and "left-over" 50k amounts probably going to a Bloodweiser Babe. Honestly, not sure if Goblins often benefit as much from a Wizard, given how good/essential their alternative bribe and star inducements tend to be.

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