NAF World Headquarters

Strategy and Tactics - LRB 5.0 League Rosters

Spazzfist - Oct 23, 2006 - 01:41 PM
Post subject: LRB 5.0 League Rosters
Just to keep things more organized, I figured I would start this thread to have people enter in their suggestions for rosters for the different races. that they play in their own leagues.

To kick things off I will post the two versions of Nurgle's Rotters that I feel would play well (will let you know once our league starts!)

Edit - I am modifying these to give them a third re-roll, I feel that I may be underestimating their ability to screw things up at crucial moments! Better to buy the Rerolls early I figure.

Spazzfist's Nurgle Roster #1
1 beast
2 warriors
2 pestigors
6 rotters
3 RR
3 FF

(And without the beast)

Spazzfist's Nurgle Roster #2
4 warriors
1 pestigor
6 rotters
3 RR
2 FF

I think I might try the second option, as I find it more useful to have the reliable player (read those who won???t go stupid) as well as the extra strong player may make it more worth the while. edit I would also go with more warriors as they have the strength and armour to be able to last against other teams, where the pestigors may crumble.

Prime Supreme's Dark Elves
4 Blitzers
6 Line Elfs
1 Runner
0 RR
1 Apoth
5 FF

Mordredd's Dark Elves
1 Runner
1 Witch Elf
1 Assassin
2 Blitzers
6 Linemen
2 TRRs
FF 0
Xeterog - Oct 24, 2006 - 10:44 AM
Post subject:
Gortex's Dwarves
2 Blitzer
2 Troll Slayers
2 Runners
5 Blockers
3 TRR's
1 FF
1 CL
1 AC
skatingtortoise - Oct 30, 2006 - 07:50 AM
Post subject:
Skatingtortoise's Elves

2 Blitzers
9 Linemen
3 TRR
4 FF
1 Apo
Styfen - Oct 30, 2006 - 04:25 PM
Post subject:
Goblins, fen style

2 Trolls
9 Goblins
2 Rerolls
260K banked

Alternative version is:
2 Trolls
9 Goblins
3 Rerolls
200K Banked

Nearly enough to Induce Ripper for your early matches, which will reduce casualties, but more than enough to grab Secret Weapon Stars and Bribes. The roster is very short on numbers though and can be quite scary at first. But also you have a nice large bank to protect your team through the rough periods. Also the lower team rating means you'll be able to get bribes when you start fielding your secret weapons.
It's possible to use that 10K banked spare to buy a cheerleader/assistant coach in order to try and grab an extra reroll. Early purchases are Apoth, Secret Weapon Gobbos, More Gobbos, that important third reroll and CL/ACs.

In order I'd purchase the Secret Weapons as Fanatic, Pogoer, Looney, Bomber. They're chosen in order of resilience and potency. The Looney is better on pitch than the Pogoer, but tends to break a lot easier. The fanatic is very resiliant because if you use him right he's hard to break.

LRB5 Flings
2 Treemen
9 Halflings
2 Rerolls
1 AC
1 CL
350K Banked - Enough to Induce Deeproot + Master Chef

Cause the flings are cheaper, this strategy works even better here, and you have more rerolls. imo flings now have a better start position than goblins and can last longer because 350K goes one hell of a long way.
voyagers_uk - Nov 01, 2006 - 03:44 AM
Post subject:
V-UK's Norse

1 Snow Troll
2 Berserkers
2 Runners
1 Thrower
6 Linemen
2 rerolls
FF 1


so 12 players and the Snow Troll from the start. both runners and both berserkers are a must, the Ulf's are too expensive to begin with.

Purchases in order apo, ulf, reroll (having taken leader as first thrower skill makes this ok to be lower), lineman, ulf cl/ac as required
Styfen - Nov 02, 2006 - 02:00 AM
Post subject:
I take
2 Ulf
2 Runner
2 Beserker
1 Thrower
4 Linemen
2 Rerolls
0 FF
30K Banked or 1 AC, 1 CL + 10K Banked.

I find that two Ulfs are great because if you get them early on they have more time to gain SPPs and develop Block + Other Skills. My first purchase is an apoth, 2nd is a Lineman and then I save for the Snow Troll.

I also use the Thrower to get Leader for a cheapie reroll.
Buggrit - Nov 02, 2006 - 06:49 AM
Post subject:
Orclanta Wasps

4 Black Orcs
4 Blitzers
2 Linemen
1 Thrower

(as a base team, add some gobbo's and a troll as soon as possible)

I started out with this team, and have had reasonable success with it. It helps that my thrower is now at 31 SPP's with AG 4 Accurate and Strong Arm he makes all normal passes on 2+ and Long Bombs on 3+ with a re-roll for Pass Smile Now All I need to do is train both my gobbo's to catch the damn thing at the other end... I have a cunning 2 turn scoring strategy that involves throwing a gobbo with the Troll in one turn and then throwing the ball to the Gobbo in the 2nd (saves a turn over should the gobbo land on his head)
Spazzfist - Nov 02, 2006 - 07:10 AM
Post subject:
      Buggrit wrote:
Orclanta Wasps

4 Black Orcs
4 Blitzers
2 Linemen
1 Thrower

(as a base team, add some gobbo's and a troll as soon as possible)

I started out with this team, and have had reasonable success with it. It helps that my thrower is now at 31 SPP's with AG 4 Accurate and Strong Arm he makes all normal passes on 2+ and Long Bombs on 3+ with a re-roll for Pass Smile Now All I need to do is train both my gobbo's to catch the damn thing at the other end... I have a cunning 2 turn scoring strategy that involves throwing a gobbo with the Troll in one turn and then throwing the ball to the Gobbo in the 2nd (saves a turn over should the gobbo land on his head)


What about RR and FF?
StoutYoungblood - Nov 02, 2006 - 08:18 AM
Post subject:
Wood Elves:

2 Wardancers
4 Catchers
5 Line Elves
1 Reroll
5 FF (everyone starts with this free in our league)

Bought Apothecary after 1st game (2 line elves died, 1 line elf out next game). Thank Nuffle for Journeymen. They have been my sacrificial lambs on the LOS until I am back up to full strength. After six games I am still using one Journeyman due to deaths and injuries in all but one game. Should be up to full roster of eleven after next game.
juggler434 - Nov 03, 2006 - 01:04 AM
Post subject:
For my Wood Elves I'm using:

2 Wardancers
9 Line Elves
2 RR
30K in Bank

Your almost garaunteed to get an Apo after your first game with this set up and gives you a chance to get some well developed line elves.

I'm also contemplating swithing the second wardancer out for a tree, but havn't made up my mind on this yet.
Buggrit - Nov 04, 2006 - 08:04 AM
Post subject:
      Spazzfist wrote:
      Buggrit wrote:
Orclanta Wasps

4 Black Orcs
4 Blitzers
2 Linemen
1 Thrower

(as a base team, add some gobbo's and a troll as soon as possible)

I started out with this team, and have had reasonable success with it. It helps that my thrower is now at 31 SPP's with AG 4 Accurate and Strong Arm he makes all normal passes on 2+ and Long Bombs on 3+ with a re-roll for Pass Smile Now All I need to do is train both my gobbo's to catch the damn thing at the other end... I have a cunning 2 turn scoring strategy that involves throwing a gobbo with the Troll in one turn and then throwing the ball to the Gobbo in the 2nd (saves a turn over should the gobbo land on his head)


What about RR and FF?


Currently I'm on 4 RR and 6 FF I think I started with 1 or 2 RR and 5 FF
Spazzfist - Nov 04, 2006 - 08:57 AM
Post subject:
      Buggrit wrote:

Currently I'm on 4 RR and 6 FF I think I started with 1 or 2 RR and 5 FF


Well as this thread is meant to be a tool for people to help people plan starting rosters for LRB 5 leagues, it would be most helpful to know what the starting were, and not current! Wink
EvilGit - Nov 04, 2006 - 04:09 PM
Post subject:
well with that line up he's got 190k left. i would say it's probably 2 re rolls and 9 fan factor but that's just me
Spazzfist - Nov 04, 2006 - 09:36 PM
Post subject:
      Evil_Git1 wrote:
well with that line up he's got 190k left. i would say it's probably 2 re rolls and 9 fan factor but that's just me


Nah, for LRB 5 it's probably better to go with 3 RR and 4 FF.

But also the point of this thread is to post complete beginning rosters for teams in the LRB 5.0 ruleset. This will help people to get advice for their own leagues and tourneys, but only if the info is complete an accurate.
Styfen - Nov 05, 2006 - 02:17 AM
Post subject:
Chaos
4 Chaos Warriors
7 Beastmen
3 Rerolls
0 FF
Longball - Nov 07, 2006 - 01:25 PM
Post subject:
I have found my Orc team starts the best with:

3 Blitzers
3 Black Orcs
1 Thrower
4 Linemen (orcs)

3 RR
7 FF

I can never decide whether to take a fourth blizter of black orc first? Only after I have max'd out the position players do I consider a troll, as they are expensive and I have had really bad luck with them, Gobos are ok but they tend to get splatted - But then I do use them for diversions!!!

Oh and an Apoth pretty quickly, there is nothing worse than watching a blitzer get krunched without a hope or revival, I tend to risk it withut one for the first couple of games.

Very Happy
Spazzfist - Nov 07, 2006 - 01:42 PM
Post subject:
      Longball wrote:
I have found my Orc team starts the best with:

3 Blitzers
3 Black Orcs
1 Thrower
4 Linemen (orcs)

3 RR
7 FF


Is this a roster for LRB 5.0? I only ask because the FF seems a bit high.
Bouncergriim - Nov 10, 2006 - 01:09 PM
Post subject: Lizards
Bouncergriim's Lizards
Original roster
6 Sauri
5 Skinks
3 RR
0 FF
1 AC
1 CL

20,000gp in the bank

Hopefully buy an apothacary after the first game, save for a krox, but always keep enough in the bank to buy a journey skink that get SPP (because with only 11 players and skink fragility, you will have journey skinks a lot in the beginning)

Alternate (edited) roster:

6 Sauri
5 Skinks
3 RR
2 FF
0 AC
0 CL

20k banked

Edit: In retrospect I think that starting with 2 FF instead of 1 AC and 1 CL is a good way to go beacue you can always buy ACs and CLs later, you can only buy FF once. So after you buy the Apoth invest between 20,00 and 40,000 in ACs and CLs, this is a way to help overcome opp's FAME and to help get an additional reroll without paying full price, and possibly keep your opp from getting a needed extra reroll.
Spazzfist - Nov 20, 2006 - 10:04 AM
Post subject:
Would also be interesting to hear what the coaches would feel to be the likely skill progression for these teams.

I know I have heard that some people prefer to take wrestle as oippose to block for some of the elf teams, and would like to know how that works out.


Spazz
EvilGit - Nov 20, 2006 - 12:30 PM
Post subject:
well i'm just about to join a league and i'm going for norse as something different to what i normally play. it's 1.1 mil though

6 linemen
1 thrower
2 runners
2 beserkers
1 ulfwerner
1 snow troll

2 re rolls
0 fan factor (well we are a new team after all)


not 100% sure how this is going to pan out. hoping the amount of block on the pitch to start with is going to help. the league seems quite bashy with orcs and dwarfs / chaos dwarfs in there so skill choices reflect this.

thrower = first skill will be leader then probably sure hands on a double it'll be dodge more than likely (just to make him harder to take down in the first place)

linemen = first skill on one of the will be kick (because of the slow teams in the league. after that it'll more likely be tackle, dauntless or fend. doubles will be either dodge again or guard depending on other skills taken.

runner = first skill will be dodge and then (depending on linemen skills) will be either tackle, jump up, fend or side step. not too sure about this one. doubles will more than likely be guard or mighty blow.

berserkers = guard, guard and then a bit more guard. mighty blow or strip ball for the second skill. doubles will be dodge, sprint or sure feet (in that order)

ulfwerner = block! after that it'll be guard (you can never have enough guard in my book) then mighty blow. doubles it's dodge again (i know, you didn't see that one coming at all did you)

snow troll = guard first and then mighty blow or stand firm. doubles it's going to be block and then dodge.

it's been a long time since i played in a league so these skill choices are probably not the best ones. any advice would certainly help me out.
Ronnie - Nov 21, 2006 - 08:13 AM
Post subject:
      StoutYoungblood wrote:
Wood Elves:

2 Wardancers
4 Catchers
5 Line Elves
1 Reroll
5 FF (everyone starts with this free in our league)

Bought Apothecary after 1st game (2 line elves died, 1 line elf out next game). Thank Nuffle for Journeymen. They have been my sacrificial lambs on the LOS until I am back up to full strength. After six games I am still using one Journeyman due to deaths and injuries in all but one game. Should be up to full roster of eleven after next game.



hmm i added this up and it comes to 1,050,000 is this an error Confused
Xeterog - Nov 21, 2006 - 09:56 AM
Post subject:
Dwarves 1mil I just don't see starting them any other way than this:

2xBlitzers
2xSlayers
2xRunners
5xBlockers
3xRR
1xFF
1xAC
1xCL

You are guaranteed not to 'lose money' on that 1 FF and the AC/CL help even things up if you are down in the FAME department. All positionals from the start so they can start getting some skills and 3 RR's to boot...seems the way to go for me
Xeterog - Nov 21, 2006 - 09:57 AM
Post subject:
      Ronnie4655 wrote:
      StoutYoungblood wrote:
Wood Elves:

2 Wardancers
4 Catchers
5 Line Elves
1 Reroll
5 FF (everyone starts with this free in our league)



hmm i added this up and it comes to 1,050,000 is this an error Confused


did you miss that their league gets 5 FF for free? (50k)
Azoth - Mar 07, 2007 - 08:44 AM
Post subject:
Proposal for undead

2 Mummies
2 Wights
3 Ghouls
3 Skeletons
1 Zombie
3 RR
5 FF
0 AC
0 CL

This is how I started... After second game I buy my fourth ghoul... Could be earlier, though...

Alternatively:
2 Mummies
2 Wights
2 Ghouls
5 Skeletons
0 Zombie
4 RR
3 FF
0 AC
0 CL

Advantage: 4th RR. Disadvantage: Lack of SPEED and SKILLS in the beginning... You definitively need the Ghouls in an undead team...
Barrel05 - Mar 11, 2007 - 05:59 PM
Post subject:
Skaven

3 Runners
2 Storm Vermin
1 Thrower
1 Rat Ogre
4 Lineman
2 Re Rolls
3 FF
King-Nerd - May 16, 2007 - 01:11 AM
Post subject:
I am going to try this set up for my new Orc team

4 BOBs
3 Blitzers
3 Line Orcs
1 Thrower
1 Goblin
3 Rerolls
0 Fan Factor
DarkDancer17 - May 16, 2007 - 08:16 AM
Post subject:
We get the free 5 fan factor in our league - but we can never buy more, and it does not count towards our Team Value...

That in mind, I started my Orc Team, the Hamfisted Hooligans with

4 Black Orc Blockers
4 Blitzers
1 Thrower
2 Linemen

3 Rerolls

It's been working pretty well. I was able to buy my apothecary after my first match...
Rottweilerrme - May 16, 2007 - 12:00 PM
Post subject:
I found that this roster has worked well for me using my Chaos Dwarves:

2-Bull Centaurs
5-Chaos Dwarves
4-Hobgoblins
3-RR
2-FF

The only thing is that I have to watch my hobgoblins, when they fall they get fouled a lot seeing as I start with only 4 so an apothecary is usually the first purchase then the last dwarf. Also I never use a minotaur anymore as the pricing went up on them and they haven't been working out for me so I stopped taking them.
Spazzfist - Oct 08, 2007 - 04:59 PM
Post subject:
bump
Helvetion - Oct 09, 2007 - 02:22 AM
Post subject:
Back Stabbath - Skaven, B.R.A.W.L league. Perth
2 rounds played

4 Gutter Runners, 2 star players with block
2 Blitzers
7 Linemen, 1 star player with wrestle
1 Thrower
1 Rat Orgre
3 FF
0 RR
20,000gp in the piggy bank

1 loss, 1 draw
Kheldar - Oct 10, 2007 - 08:21 AM
Post subject:
A Helvetion. This thread is about starting rosters, so we can discuss how to start teams under LRB 5.0.
Helvetion - Oct 10, 2007 - 08:12 PM
Post subject:
My mistake.
My starting roster for my skaven team is :
3 Gutter Runners
1 Thrower
2 Blitzers
7 lineman
1 Rat Ogre
F/F 3
R/R 0
We get 3 F/F free to start.
I chose not to by any R/Rs and went for extra players as I have a feeling I'm going to run out of players because of my low AV.
So far it's worked for me
Jeff - Oct 11, 2007 - 05:10 AM
Post subject:
any proposal for a dwarf roster 1.1 million please with or without a death roller?
Agamon - Nov 11, 2007 - 02:19 AM
Post subject:
      Jeff wrote:
any proposal for a dwarf roster 1.1 million please with or without a death roller?


Sure, here was my starting dwarf team (no deathroller to start, way too expensive):

2 Troll Slayers
2 Blitzers
2 Runners
5 Blockers
3 RR
3FF
0AC
0CL

with the extra 100k, I'd get another reroll and either an apothecary (not all that useful to dwarves, but handy in a pinch), or save the rest for the eventual deathroller.
Spazzfist - Dec 22, 2007 - 09:33 AM
Post subject:
Undead

I just started a league with this team and have found good success with the following:

2 x mummies
2 x wights
3 x ghouls
4 x zombies
3 x RR
2 x FF

The positional players are awesome, and I am currently buying zombies for reserves. Have a couple now, so I will probably save up for the fourth ghoul.

Skills will be as follows:

mummies - guard, break tackle (block on doubles)
wight - tackle, strip ball (guard on doubles)
ghouls - side step, fend, (sure hands on the first one to skill up and maybe catch on another) - pass on doubles
zombies - block, wrestle
Cramy - Dec 23, 2007 - 01:02 PM
Post subject:
      Spazzfist wrote:
Undead

Skills will be as follows:

mummies - guard, break tackle (block on doubles)
wight - tackle, strip ball (guard on doubles)
ghouls - side step, fend, (sure hands on the first one to skill up and maybe catch on another) - pass on doubles
zombies - block, wrestle


Wights don't need doubles to get guard in LRB5.
daloonieshaman - Dec 23, 2007 - 01:49 PM
Post subject:
      Agamon wrote:
      Jeff wrote:
any proposal for a dwarf roster 1.1 million please with or without a death roller?


Sure, here was my starting dwarf team (no deathroller to start, way too expensive):

2 Troll Slayers
2 Blitzers
2 Runners
5 Blockers
3 RR
3FF
0AC
0CL

with the extra 100k, I'd get another reroll and either an apothecary (not all that useful to dwarves, but handy in a pinch), or save the rest for the eventual deathroller.


I have found that the extra Troll Slayers is not worth the value in a starting team and the lineman is MUCH more stable of an investment
ALSO
you need 2-3 cheerleaders and assistant coaches as they ARE very important in the 6,8 kickoff roll
Ramses - Jan 28, 2008 - 08:47 AM
Post subject:
This is the Khemri team I played:

4 Mummies
2 Blitz-Ra
1 Throw-Ra
5 Skeltons
2 Re-Rolls
20k Bank

League started with 5 FF

You could trade the 70k for the Throw-Ra and take another re-roll but I found the Sure-hands and the +1 move over a skelton worth it.

Skills that worked well:
Mummies - Guard (Block on dbls)
Blitz-Ra - Strip Ball, Tackle
Throw-Ra - Block or Fend
Skeletons - Block or Dirty Player
kjonesin - Feb 03, 2008 - 08:51 AM
Post subject:
Spazzfist - since Wights now have access to strength skills, they are a better candidate for your 'thrower' build than ghouls. Sure hands and strong arm could be your first two skills on a wight (pass/accurate on doubles), giving you a half-decent thrower and four good catchers (well, S3 blodge catchers are pretty good). Your other wight of course lives in the Tackle/Mighty blow/frenzy build for a safety. Both can get tackle and guard for the purposes of defence.
Spazzfist - Aug 01, 2008 - 08:33 AM
Post subject:
Could people who have experience with the Slann, Chaos Pact and Creepers teams please post some of their suggestions?
AK_Dave - Aug 21, 2008 - 07:57 PM
Post subject:
Chaos:
4x Chaos Warriors
9x Beastmen
1 TRR
free FF

Because those who live by the blitz, die by the blitz. Hordes of Beastmen are for Blatant Fouling, which is not risk-free. Also, it is demoralizing to some opponents to know that this Chaos team WILL WIN the war of attrition by the end of the first half. Rerolls are rarely needed by a team that doesn't care about picking up the ball until the enemy team has been crippled. If you have a long league for a slow build you have plenty of Beastmen to mutate into various specialists.

Dark Elf (slow build)
2x Blitzers
10x Line Elfs
2 TRR
free FF

A spare body in the dugout means you can risk a little more Blatant Foul activity, which is extremely in-character for this team, and with everyone starting @ AV8 you have good survivability until you can afford an Apothecary and start buying more position players. You want a long league for this slow build, and in the short term you'll have a hard time outrunning Dwarves.

Dark Elf (short league or tourney)
3x Blitzers
1x Assassin
2x Runners
5x Line Elfs
2 TRR
free FF

No spare bodies in the dugout and 3 brittle players means you play a lot more finesse, but AG4 supports this. Plenty of Block and plenty of MA7 to threaten offensively, and with that Assassin as your Safety you can screen half of your backfield against low-AV lone ranger catcher/runner types. May win more early games; having spare players on the sidelines really helps in the long run. But winners take home more money per game. Drop a TRR and downgrade the Assassin to add another Line Elf for a hybrid.
Spazzfist - Nov 10, 2008 - 08:02 PM
Post subject:
Slann Roster

2 x Blitzers
2 x catchers
7 x Linemen
3 x RR
1 x Apoth

Big Risks - high dividends?
1 x Kroxigor 140k
3 x Catchers 240k
7 x Linemen 420k
3 RR 200k
1 x Apoth
Subhedgehog - Nov 18, 2008 - 06:21 PM
Post subject:
Elf standard roster

2 x Blitzers
2 x Catchers
1 x Thrower
6 x Lineelf
2 x RR
1 x Apoth

This is not what I started out with in my current 10 game league, I took 3 RR instead of the apoth - bad move. I got nuffled the first game, lost a blitzer and a catcher... Then a lineelf game 2. I often find myself not using my three rerolls each half unless things are going really poorly against a bashy team. Lately I have been using them on non-critical blocks just to get some use out of them.

An alternate I would also strongly consider:
Elf power offense
2 x Blitzer
3 x Catcher
1 x Thrower
5 x Lineelf
1 x RR
1 x Apothecary
1 FF, AC, CL or 10k banked as taste dictates - winning should not be too tricky, so save the money or get a coach or cheerleader to help win rerolls.

Having three catchers to flood past the line of scrimmage and pressure the defensive backs on offense would be excellent, on defense you have loads of movement to counter reverses and to try and envelop. You would have to get unlucky or be facing a great defensive coach to prevent 2-turn scores any drive being kicked to you. As well, once one of your catchers gets a fist in the face and decides to have a lie-down, you still have 2 more about plus your blitzers. 1 reroll is risky, but you should never need rerolls for the passing game thanks to your starting skills. I don't think I'd swap the apoth for an extra reroll though, as an apoth can easily save the cost of a post-construction reroll during the first game.
doombreed666 - Nov 23, 2008 - 01:15 PM
Post subject:
Norse
Snow Troll
2 Blitzers
1 Thrower
8 Linemen
3 RR
3 FF,

just started using this in a league and at the mo its 6W - 1D - 0L
Spazzfist - Nov 23, 2008 - 01:24 PM
Post subject:
      doombreed666 wrote:
Norse
Snow Troll
2 Blitzers
1 Thrower
8 Linemen
3 RR
3 FF,

just started using this in a league and at the mo its 6W - 1D - 0L


Some other guy started with that one in our league and he is 4/0/0 currently.... Surprised Seems to be the roster!
PANZERBUNNY - Nov 23, 2008 - 06:51 PM
Post subject:
ohh man I hate norse haha. *le pout*
striknein - Jan 11, 2009 - 01:30 PM
Post subject:
Wood Elves "Fancy in the Pantsy" Roster:

2x Catchers @ 90k
2x Throwers @ 90k
6x Linemen @ 70k
1x Treeman @ 120k

2x re-rolls, 0 FF

Get an apothecary after the first game, start saving for wardancers. Agility teams in my league have never had trouble getting FF increases.

Wood Elves "Not in the Face" Roster:

4x Catchers @ 90k
2x Thrower @ 90k
5x Linemen @ 70k

2x re-rolls, 1 FF

This is a much higher scoring roster, but there's a higher rate of attrition. Players seem to drop like flies using this setup.
Doubleskulls - Jan 12, 2009 - 12:38 PM
Post subject:
Do not buy FF. The return on investment isn't worth it, and 10k banked improves your odds of affording the apoth after game 1.

I'd not bother with the 2nd thrower until I had all other positionals and 13 players.

War Dancers are arguably the best rostered player and well worth 120k. I'd normally start with both. That tends to leave the options a bit more restricted since you've then only got 130k left to spend on rerolls and upgrading line elves to throwers/catchers.
AK_Dave - Jan 12, 2009 - 02:01 PM
Post subject:
Buying FF is so "last edition".
striknein - Jan 14, 2009 - 06:52 PM
Post subject:
When so many other league players think that way regarding FF, it makes it that much more likely that I'll get a favorable kickoff result. That's not something to be taken lightly for an agility team.
Spazzfist - Jan 14, 2009 - 08:41 PM
Post subject:
      striknein wrote:
When so many other league players think that way regarding FF, it makes it that much more likely that I'll get a favorable kickoff result. That's not something to be taken lightly for an agility team.


Acutally the math would tell you that you are wrong. the most likely results to occur where FAME would come into play would be the 6 and the 8, and this is Coaching and Cheering Fans. By spending the 10K on one of those two you are much more likely to get the RR than by investing the 10K in FF and then having a chance of getting the +1 FAME
Doubleskulls - Jan 15, 2009 - 02:02 AM
Post subject:
      striknein wrote:
When so many other league players think that way regarding FF, it makes it that much more likely that I'll get a favorable kickoff result. That's not something to be taken lightly for an agility team.


For me the 1/6 better chance of affording an apoth (even better if I win) is more than worth the slight chance of +1 Fame from the gate.
All times are
Powered by PNphpBB2 © 2003-2009 The Zafenio Team
Credits