Inducements for Chaos vs. WE

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Willi
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Inducements for Chaos vs. WE

Post by Willi »

In our league I´m facing WE (6 games played) with my Chaos team (2 games) and will get 290k Inducements.

His team:
WD
Thrower with Dump off
10 Lineelfs, 2 with Block, 1 Guard, 1 Strip Ball, 1 NOS
3 RR, 5 FF, Apo

My team:
4 CW
6 BM
1 Jorneyman BM (could buy a regular one instead)
3 RR, 2 FF, Apo

I was thinking of either Borak or Spleenripper and a bribe. Any other suggestions (wizards are nor allowed)?
Also any tactical advice would be appreciated.

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AK_Dave
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Post by AK_Dave »

You only have 2 games on your Chaos. You're barely started developing them. Don't bother with Stars: the best they can do is steal SPP that your boys should be developing on their own. The bribe is a maybe. Spend the inducements on stuff that is likely to help generate SPP. My preference in this situation is cards. Take a couple of 100k picks and either a 50k card or B-babes. You're looking for gimmicks that will help you either score a TD or score a CAS, and I think the place to look for those gimmicks is in the cards.

Oh, don't replace the Journey Beast unless you're going to hire him and don't hire him unless he does something outstanding and earns SPP (like rolls the MVP). Save your cash otherwise. Try to always keep enough cash to hire the Journey Beast if he does something, and otherwise just save up for a Mino. Even if that means someone else dies off and you're fielding two Journey Beasts. No penalty for fielding Journeymen, except Loner, so 1-3 of them is hardly a handicap unless they all start getting SPPs in the same game.

My theory of slow league development is that you start with 11 players, the minimum, and you deliberately keep a small roster (9-11) with maybe 1-2 Journey Linos. Don't sweat early casualties except on positionals. Save your cash, hire the Journey only if he gets SPP, and look at all the other stuff you could spend the cash on instead. Then when the rest of the team starts to get solid and you have more cash to play with you fill out the roster to 11 official players. Until then, there is always room for 1-3 guys who are the "designated meatshield" and who are allowed to take 1D blocks as the last action of your turn.

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Smeborg
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Post by Smeborg »

I have some experienced playing a Nurgle team in a similar situation.

I suggest taking a Wizard and our friend Spleenripper will pay dividends.

The Wizard is your best chance of bringing down his ball carrier.

Spleenripper will cause CAS and force your opponent to do something about him. He's also good for taking out Blodging ball carriers on a Blitz if left unprotected.

Hope this helps.

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Post by mattgslater »

I say, hire the BM; Journeymen are dangerous to your SPP count, and it's not like the remaining money will give you much of anything. Then, with the remaining 230, take Spleenripper and either an Apoth or a Bribe. Or take an Apoth and two Babes. Cards are too random.

Or are you 350 down with just 10 players? 'Cause in that case, I say Spleenripper, a Babe and a Bribe.

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FischerKing
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Post by FischerKing »

On how to play:
Go for the 2-1 victory, that goes almost without saying. He scores fast and you score turn 8 & turn 16. He doesnt have the kick skill but you should start your own drives far back anyway, with at least 2 players. The most dangerous time for you if he plays right, is the first couple of turns during your drives. So setup wide, and move your players to make a grid across the field, so he has to dodge 3+ to get between the guys with the ball and the rest of your team.

You should cage the ball on a warrior, and you have to consider what will happen if he strips the ball from you, were the ball will end up and how your best able to cover it so he cannot retrieve it.

Apart from that, play safe, advance slowly, but advance, dont bunch up in one place too much, but spread out some players, so your cage can shift sides and advance if needs be.

If you can, foul the wardancer ofcourse, getting him out makes your chances much better.

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Smeborg
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Post by Smeborg »

I will try to be more clear.

You have no Tackle.

Therefore the Wizard and Spleenripper have better chances of bringing down Wardancers than your rostered players.

Hope this helps.

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Post by Smeborg »

Sorry, my bad, I notice your opponent has no blodgers.

Nevertheless, the damage caused by the Wizard (if you can get, say, 5 players, go for the fireball) and Spleenripper will be nice to watch.

Cheers

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Cramy
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Post by Cramy »

He says that Wizards are not allowed.

I'd go with Sleenripper and a bribe. Get the man advantage, cage-up, and move slowly up the field.

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