All about Dark Elves
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See, now I have to disagree with you on the Inducements. You rate the cards as useless, and the cheap ones as the best value of the lot.
I say it depends on what you want your Inducements to help you with.
Star Players are nice because they take some heat off your rostered players. They'll attract and take hits. They can be used suicidally. But once they hit the pitch, you risk losing SPP to them. So I only consider Stars on a team which is already well-developed.
On any less-developed team, I vastly prefer cards.
Mind you, I have a few pre-reqs. I want at least 2-3 rerolls first. I want an Apoth first. But if I have rerolls and an Apoth, get Inducements for the game, then what I really want is a way to build SPP on the existing players. A 4th or 5th TRR? Its unlikely for me to use it. A 2nd Apoth? Maybe. High-value cards? They offer a high-probability of picking up a gimmick worthy of an extra TD. Especially in the 200K range. Thats what is going to build SPP for me.
For me, the best Inducements are in the cards.
Need an extra player? Journeymen already bring you to 11, and Mercs aren't a bad buy if you desperately need an extra positional filled. An extra Apoth is cheaper than a Star, and doesn't steal SPP from your guys. If you're really worried about casualties, add some Babes. Anything else? Sink it into cards, and the most coveted ones are the most expensive.
I say it depends on what you want your Inducements to help you with.
Star Players are nice because they take some heat off your rostered players. They'll attract and take hits. They can be used suicidally. But once they hit the pitch, you risk losing SPP to them. So I only consider Stars on a team which is already well-developed.
On any less-developed team, I vastly prefer cards.
Mind you, I have a few pre-reqs. I want at least 2-3 rerolls first. I want an Apoth first. But if I have rerolls and an Apoth, get Inducements for the game, then what I really want is a way to build SPP on the existing players. A 4th or 5th TRR? Its unlikely for me to use it. A 2nd Apoth? Maybe. High-value cards? They offer a high-probability of picking up a gimmick worthy of an extra TD. Especially in the 200K range. Thats what is going to build SPP for me.
For me, the best Inducements are in the cards.
Need an extra player? Journeymen already bring you to 11, and Mercs aren't a bad buy if you desperately need an extra positional filled. An extra Apoth is cheaper than a Star, and doesn't steal SPP from your guys. If you're really worried about casualties, add some Babes. Anything else? Sink it into cards, and the most coveted ones are the most expensive.
Reason: ''
[b]Galak 3:16 says "There is a point in time that a player really should read the rulebook."[/b]
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Dave:
I dont think they are useless, I just dont like their chaotic influence on the game. I think there are two kinds of coaches, those who love cards, and those who find them annoying.
But, getting more cards increases the chance of getting anything useful, thats why I prefer more of a cheaper card, than fewer of a more expensive. The higher the tier, the better each individual card, but I think that more is usually better. Up till 400k cards where most are gamebreakers (in the sense of heavy impact on the game).
Good point that starplayers on a developed team dosent matter if they steal a few SPP.
As you say, it depends what you want inducements to help you with. Saftey and survivability are my priorities, so apoth rank very high.
Oryx:
Update about inducements.
I dont think they are useless, I just dont like their chaotic influence on the game. I think there are two kinds of coaches, those who love cards, and those who find them annoying.
But, getting more cards increases the chance of getting anything useful, thats why I prefer more of a cheaper card, than fewer of a more expensive. The higher the tier, the better each individual card, but I think that more is usually better. Up till 400k cards where most are gamebreakers (in the sense of heavy impact on the game).
Good point that starplayers on a developed team dosent matter if they steal a few SPP.
As you say, it depends what you want inducements to help you with. Saftey and survivability are my priorities, so apoth rank very high.
Oryx:
Update about inducements.
Reason: ''
Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Thus there is a point in time when you shouldnt.
Thus there is a point in time when you shouldnt.
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Just to be able to compare, I created a new game in the Pbem-tool, and randomly drew 4 50k cards, 2 100k cards and 1 200k cards.
50k cards: Rabits foot, Kicking Boots, Option Play, Rowdy fans
Gives: Pro to one player for the entire game.
Gives: Kick, Dirty Player but -1 MA for the enitre game.
Gives: Dump Off and pass to one player until end of drive.
Gives: Extra assits from sidelines, and detracts from opponents assists from sideline.
100k cards: Team Anthem, Suitable Pitch
Gives: Win the Cointoss and get +2 FAME on the kick off table.
Gives: + or - 1 modifier on armorrolls for the entire game.
200k cards: Rakarths Curse of Petty Spite
Gives: one opponent do not get to use RR, neither TTR or skillrelated.
One more time:
50k Cards: Kicking Boots, Inertia Dampner, Witchs brew, Magic glove of Jark Longarm
Gives: Kick, Dirty Player but -1 MA for the enitre game.
Gives: One player gets effectively +1ST when blitzed for the rest of the drive.
Gives: Jump Up and No hands or Really stupid, or nothing to opponent for the rest of the drive.
Gives: Pass Block and +1 to intercept
100k Cards: Knutts spell of awesome strength, Mirackle Worker
Gives: One player double strength one turn
Gives: Move a injured player to knocked
200k Cards: Kid Gloves
Gives: One player on opposing team can only make Stuns on you for the remainder of the game.
50k cards: Rabits foot, Kicking Boots, Option Play, Rowdy fans
Gives: Pro to one player for the entire game.
Gives: Kick, Dirty Player but -1 MA for the enitre game.
Gives: Dump Off and pass to one player until end of drive.
Gives: Extra assits from sidelines, and detracts from opponents assists from sideline.
100k cards: Team Anthem, Suitable Pitch
Gives: Win the Cointoss and get +2 FAME on the kick off table.
Gives: + or - 1 modifier on armorrolls for the entire game.
200k cards: Rakarths Curse of Petty Spite
Gives: one opponent do not get to use RR, neither TTR or skillrelated.
One more time:
50k Cards: Kicking Boots, Inertia Dampner, Witchs brew, Magic glove of Jark Longarm
Gives: Kick, Dirty Player but -1 MA for the enitre game.
Gives: One player gets effectively +1ST when blitzed for the rest of the drive.
Gives: Jump Up and No hands or Really stupid, or nothing to opponent for the rest of the drive.
Gives: Pass Block and +1 to intercept
100k Cards: Knutts spell of awesome strength, Mirackle Worker
Gives: One player double strength one turn
Gives: Move a injured player to knocked
200k Cards: Kid Gloves
Gives: One player on opposing team can only make Stuns on you for the remainder of the game.
Reason: ''
Galak 3:16 says "There is a point in time that a player really should read the rulebook."
Thus there is a point in time when you shouldnt.
Thus there is a point in time when you shouldnt.
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Funny. As inducements, my top picks tend to be Wizard, Babes, TRR and Bribes, almost very time, for almost all circumstances. I'll take a Chainsaw star once in a while, but rarely.
Wizard and Bribes are my top picks right now, as I have enough TRRs. I take a Babe if I have less than 100k left after picking other inducements.
I don't like the unpredictability of the cards. You may get a great card, and you may get something useless. And sometimes I forget to use them (but that's just me being stupid).
For the stars, they can sometimes steal SPPs from the team. Especially the MVP, which you have no control over. I don't know how often I've had my MVP given to a Chainsaw that I hired. Hate that.
Wizard and Bribes are my top picks right now, as I have enough TRRs. I take a Babe if I have less than 100k left after picking other inducements.
I don't like the unpredictability of the cards. You may get a great card, and you may get something useless. And sometimes I forget to use them (but that's just me being stupid).
For the stars, they can sometimes steal SPPs from the team. Especially the MVP, which you have no control over. I don't know how often I've had my MVP given to a Chainsaw that I hired. Hate that.
Reason: ''
Cramy
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- Eternal Rookie
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I think its worth pointing out that some of the card sets are better than others. You tend to get more value from the Dirty Tricks and Miscellaneous Mayhem decks than you do from the other two.
A big part of that is the dirty tricks and miscellaneous mayhem decks tend to give you an entertaining way of getting the ball loose in the form of trampoline traps and rogue wizards. Having a cheap way to get the ball loose or clear space is great for elvish teams because they're so good at retrieving it once its loose.
A big part of that is the dirty tricks and miscellaneous mayhem decks tend to give you an entertaining way of getting the ball loose in the form of trampoline traps and rogue wizards. Having a cheap way to get the ball loose or clear space is great for elvish teams because they're so good at retrieving it once its loose.
Reason: ''
Victim of the Colonel's car boot smash. First person to use Glynn's bath.
Update: the Hartlepool family Glynn now has a virgin bath.
Barney is a clever dog.
Update: the Hartlepool family Glynn now has a virgin bath.
Barney is a clever dog.
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- Legend
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For Dark Elves, I think the following is key:
1) If you get inducements, try to get to 13 players minimum.
2) Always get journeymen unless you have a special strategy which involves a specific inducement value and some combination of stars and mercs.
I don't buy the argument that stars and mercs and journeymen slow down the advancement of your team. In my mind, what slows down your advancement is being outmanned on the field, losing players to injuries, and losing your focus on developing your team.
With that being said, I tend to concentrate on the following players to get up to 13 players:
a) journeymen, as mentioned above. Great TV efficiency relative to other picks
b) Hubris Rakarth if you are giving up 400k or more TV and can get to 13 with the purchase.
c) Morg if you are giving up 600k or more TV and can get to 13 with the purchase.
d) A merc blitzer with strip ball, tackle, diving tackle, or stand firm, depending upon team make up and opposition. Dauntless and Leap are too risky for mercs.
e) Merc blitzer with no skills.
Once you have a good core of 13 players, I tend to round out my choices with:
1) Apothecaries
2) Wizard
3) Bloodweiser Babe
1) If you get inducements, try to get to 13 players minimum.
2) Always get journeymen unless you have a special strategy which involves a specific inducement value and some combination of stars and mercs.
I don't buy the argument that stars and mercs and journeymen slow down the advancement of your team. In my mind, what slows down your advancement is being outmanned on the field, losing players to injuries, and losing your focus on developing your team.
With that being said, I tend to concentrate on the following players to get up to 13 players:
a) journeymen, as mentioned above. Great TV efficiency relative to other picks
b) Hubris Rakarth if you are giving up 400k or more TV and can get to 13 with the purchase.
c) Morg if you are giving up 600k or more TV and can get to 13 with the purchase.
d) A merc blitzer with strip ball, tackle, diving tackle, or stand firm, depending upon team make up and opposition. Dauntless and Leap are too risky for mercs.
e) Merc blitzer with no skills.
Once you have a good core of 13 players, I tend to round out my choices with:
1) Apothecaries
2) Wizard
3) Bloodweiser Babe
Reason: ''
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- Legend
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I'd be tempted to give three players VLL if they already had leap.oryxwild wrote:so here's a question - if you won the chaos cup and got three mutations, who would you give what?
I'd give a witch horns, a blitzer claw, and a runner with NoS big hand (followed soon by leap).
But I think at the end of the day, I'd give a witch horns, a leap player very long legs, and then I'd double up on leap or horns depending upon my team composition and league composition.
But three wrestle dodge linemen who also have foul appearance would just be annoying for the opposition to deal with... I'm not sure I wouldn't do that just to annoy people.
Reason: ''
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- Eternal Rookie
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Three lots of hypnotic gaze on elves is going to trump most other combinations you can think of. Claw, horns, two heads, and very long legs all have merit though.
I'd might take a claw if I already had a healthy looking player with mighty blow (because just the one will push up your damage rates massively) but asside from that I'd definately take the hypnogaze options (and probably on linemen who were blodged up).
I'd might take a claw if I already had a healthy looking player with mighty blow (because just the one will push up your damage rates massively) but asside from that I'd definately take the hypnogaze options (and probably on linemen who were blodged up).
Reason: ''
Victim of the Colonel's car boot smash. First person to use Glynn's bath.
Update: the Hartlepool family Glynn now has a virgin bath.
Barney is a clever dog.
Update: the Hartlepool family Glynn now has a virgin bath.
Barney is a clever dog.
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- Veteran
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- Joined: Tue Oct 07, 2008 6:09 am
- Location: Anchorage, AK USA
The Witch with Horns is automatic, especially if she already has Jugs. Then when you eventually release her from the team she'll have an easy time getting a temporary job as an elementary school cafeteria lunch lady.
My Runners all have NOS, so a Big Hand would be fun, but perhaps not as much fun as Very Long Legs. I especially like how an Intercept performed by this player cannot be voided with Safe Throw, so what I'd actually end up with would be VLL on a Pass Block Blitzer. Who would then get Leap as soon as I could manage it.
Extra Arms would be my third choice. Not on a NOS Runner, who already catches on a 2+ regardless of tackle zones, but on another Blitzer. Preferrably one with Pass Block or Catch (or both) already. Or maybe on an AG5 Blitzer.
On my existing DE team, the three player who would get the mutations would be:
Witch w/ Block, Juggernaut - Horns
Blitzer w/ AG5, Dodge, Leap - Extra Arms (next: Pass Block)
Blitzer w/ Dodge, Pass Block - Very Long Legs (next: Leap)
Now we're blitzing on 2D without assists, with leap-2+ blitzers combining to prevent-defense almost the entire field. The only way around them is to throw down the sidelines and then get blitzed out by the witch.
If I had a player with ST+1, I'd strongly consider Tentacles.
My Runners all have NOS, so a Big Hand would be fun, but perhaps not as much fun as Very Long Legs. I especially like how an Intercept performed by this player cannot be voided with Safe Throw, so what I'd actually end up with would be VLL on a Pass Block Blitzer. Who would then get Leap as soon as I could manage it.
Extra Arms would be my third choice. Not on a NOS Runner, who already catches on a 2+ regardless of tackle zones, but on another Blitzer. Preferrably one with Pass Block or Catch (or both) already. Or maybe on an AG5 Blitzer.
On my existing DE team, the three player who would get the mutations would be:
Witch w/ Block, Juggernaut - Horns
Blitzer w/ AG5, Dodge, Leap - Extra Arms (next: Pass Block)
Blitzer w/ Dodge, Pass Block - Very Long Legs (next: Leap)
Now we're blitzing on 2D without assists, with leap-2+ blitzers combining to prevent-defense almost the entire field. The only way around them is to throw down the sidelines and then get blitzed out by the witch.
If I had a player with ST+1, I'd strongly consider Tentacles.
Reason: ''
[b]Galak 3:16 says "There is a point in time that a player really should read the rulebook."[/b]
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- Ex-Mega Star, now just a Super Star
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For offensive and defensive use: Hypnotic Gaze
- Gaze up cages, gaze up tacklezones. Lots of uses.
For guys that usually do the LOS work : Regeneration
- Why? Becuse thoose guys normaly get hammered and eventually some will get decreases on MA, AG etc. but you keep them doing the dirty work and you never ever use the apothecary on them, so regenerate will keep them in the team doing the LOS dance.
- Gaze up cages, gaze up tacklezones. Lots of uses.
For guys that usually do the LOS work : Regeneration
- Why? Becuse thoose guys normaly get hammered and eventually some will get decreases on MA, AG etc. but you keep them doing the dirty work and you never ever use the apothecary on them, so regenerate will keep them in the team doing the LOS dance.
Reason: ''
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Not a Mutation.stashman wrote:For offensive and defensive use: Hypnotic Gaze
Not a Mutation.For guys that usually do the LOS work : Regeneration
Reason: ''
[b]Galak 3:16 says "There is a point in time that a player really should read the rulebook."[/b]
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