Discuss Fantasy football-style board games - GW's Blood Bowl, Impact!'s Elfball, Privateer Press' Grind, Heresy's Deathball, etc. THIS IS NOT AN NFL FANTASY FOOTBALL SITE!
el Superbeasto wrote:Remember, you don't have to field journey men. Not taking them will give you even more inducements for which you can buy blitzer mercenaries or other. Just a thought.
I thought you had to field journeymen if you had less than 11 players available for the match? The Journeymen get you back to 11 and then you spend inducements, right? Or have I been playing that wrong?
Reason:''
This is Chance from THREE DIE BLOCK - Your Blood Bowl Podcast! Stay off the sidelines! THANK YOU TO EVERYONE WHO HELPED MAKE THE SIMYIN A REALITY!!!
el Superbeasto wrote:Remember, you don't have to field journey men. Not taking them will give you even more inducements for which you can buy blitzer mercenaries or other. Just a thought.
I thought you had to field journeymen if you had less than 11 players available for the match? The Journeymen get you back to 11 and then you spend inducements, right? Or have I been playing that wrong?
It's optional.
Step 7 of the post match sequence, page 29, my bold,
If a team can only field 10 or less players for the next match,
the team may bring Journeymen onto the roster for free until the
team can field 11 players for the next match. A Journeyman is
always a player from a 0-16 or 0-12 allowed position on the
team's roster. He counts his normal rookie cost towards the
total team value, but has the Loner skill as he is not used to
playing with the team. Journeymen may take the total players
on the team (including injured players) to more than 16 at this
point.