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Graf_ArnhelmOffline
Post subject: Vamps for tournament  PostPosted: Jan 28, 2005 - 04:23 AM



Joined: May 13, 2004

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I intend to use this roster at the Dungeonbowl (then the World, muahahah... hum):

2 Vampires
10 Thralls
4 RRs
FF 9
1 Cheerleader (to spend the last 10k and have some feminine support).

Should I take an Apo and lower the FF to 5 and don't take the Cheerleader?

I know I'd take the roster above for a league and buy the Apo and other Thralls after the first games, but I have absolutely no idea how an Apo might affect the games in a "disregard Dead/Injured"-style tournament.

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SpazzfistOffline
Post subject:   PostPosted: Jan 28, 2005 - 05:53 AM



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Playing with at least 2 vamps on the pitch at any given time for the team is almost a must for this team. If you only have one you will really feel it. For that reason I might go with the following in a tourney:

3 Vamps
9 Thralls
4 RR
3 FF

This way you still have the extra player - but they are helluva lot better than a Thrall. Put one vamp in the reserves box if you are worried about OFAB, but at least you have the option.

Apothecaries might be nice, but in a tourney where all injuries are healed, then it's not such an issue. Also they cannot be used for your best players in this case. FF is also not a huge effect in tourneys where money is not generated, so I would not worry about maxing that out.

Your suggested list I would take for a league style tourney - otherwise I would go with this.


Spazz

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IndigoOffline
Post subject:   PostPosted: Jan 28, 2005 - 06:07 AM
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I'd go with Spazz's roster if I was forced to play Vamps at TR100.

I'm not going to though, I'm going to wait until TR110 and take:

3 x Vamps
10 x Thralls
5 x Re-rolls
2 x FF

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dwarfcoachOffline
Post subject:   PostPosted: Jan 28, 2005 - 06:30 AM
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Hmm, I've been playing a couple of games against Emberbreeze at TR110 and I have to admit it's been alot easier than at TR100.

He used the roster that Indigo/Spazz have listed and I kicked his ass in one game and got a draw in the other. I was using Skaven. I found the games alot easier than before when I played him at TR100...

Then again, I suppose the third game will be a clearer indication to show if it is just luck or maybe a specific problem against Skaven?


EDIT:Hehehe, the other word for 'donkey' got censored? Yes Sir, Mr Big Brother Sir! Harsh man.... Rolling Eyes

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IndigoOffline
Post subject:   PostPosted: Jan 28, 2005 - 06:37 AM
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I think it's because "donkey" has a harsher meaning in the US than it does over here Wink

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SpazzfistOffline
Post subject: Re: Vamps for tournament  PostPosted: Jan 28, 2005 - 06:57 AM



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      Graf_Arnhelm wrote:

1 Cheerleader (to spend the last 10k and have some feminine support).


And on this note, I would rather go for the assistant coach than the cheerleader. when rolling for Cheerin Fans you roll 2d6 and add to fan factor and # of cheerleaders. With Brilliant Coaching you roll 1d6 and add # of coaches. More often than not your opponent will not have any coaching staff beyond the head coach. This means that you already have a +1 advantage on him fo rthis roll. With Cheerleaders, there is a possibility of more variance in the dice roll and even your opponent having a better FF so that your cheerleader is almost wasted.

I took the assistant coach at the Deathbowl and rolled so many Brilliant Coaching reults on the kick off table that it got ridiculous! Several times my extra coach made the tie-breaking difference!


Spazz

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Graf_ArnhelmOffline
Post subject:   PostPosted: Jan 28, 2005 - 07:13 AM



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Thanks fo the quick replies.

The Dungeonbowl is TR100, so Spazz's list it will be.

I thought the Apo might help keep Thralls in the game after failed Blood Lust rolls, and taking 3 Vamps would just invite them upon me.
And the Cheerleader was mainly because we play it that you have to have the accurate model to represent the additional staff and it's the only one I painted so far. But painting at least one Assistant Coach was on my "must-do-list" anyway.

Chance favours the bold, so I'll give the 3-Vamp-Team a go in some test games.

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MordreddOffline
Post subject:   PostPosted: Jan 28, 2005 - 07:24 AM



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The problem with the apothecary is that he costs more than the Thralls, and may not work too. You'd almost certainly be better off with another Thrall.
 
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SpazzfistOffline
Post subject:   PostPosted: Jan 28, 2005 - 08:30 AM



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I totally agree with Mordredd. In a league where you want to save a developed thrall, the apoth is useful - in a tournament - go for more meat sacks!


Spazz

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KarlLagerbottomOffline
Post subject:   PostPosted: Jan 28, 2005 - 03:35 PM



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      Quote:

EDIT:Hehehe, the other word for 'donkey' got censored? Yes Sir, Mr Big Brother Sir! Harsh man.... Rolling Eyes


Censored? Why is burro considered a bad word?

-Rob

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Graf_ArnhelmOffline
Post subject:   PostPosted: Jan 28, 2005 - 10:36 PM



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Any chance to make a Belgian bloke understand what you're refering to?
I'm always keen on learning soemthing new.

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DaveOffline
Post subject:   PostPosted: Jan 29, 2005 - 01:41 AM
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a s s

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DaveOffline
Post subject:   PostPosted: Jan 29, 2005 - 01:43 AM
da Veiz-Prez


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remember that FF became a lot less important .. I'd go with as many thralls as possible and foul the sh!t out off anyone who's down ...

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Graf_ArnhelmOffline
Post subject:   PostPosted: Jan 29, 2005 - 03:07 AM



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All of a sudden, I understand why the donkeys in Magic-Unhinged are named the way they are.

Fouling with Thralls is great, that's why I intended taking DP after the second game (first being Pro on a Vamp).

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