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Post by Deano79 on May 14, 2015 19:55:51 GMT
Here is a comprehensive guide to all the inducements in BB. Alas, some of the Star Players are not available in the Cyanide version, but it is still a great resource for getting every last penny out of that oh so unfair TV differential of that skill laden team you are about to face! www.plasmoids.dk/Inducements.pdf
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Post by apolloswill on Jun 6, 2015 14:24:37 GMT
Here is a comprehensive guide to all the inducements in BB. Alas, some of the Star Players are not available in the Cyanide version, but it is still a great resource for getting every last penny out of that oh so unfair TV differential of that skill laden team you are about to face! www.plasmoids.dk/Inducements.pdfAny advice on what to pick and when? I always seem to take Bad habit or the Babes. If I can afford a wizard, I do take that, but never seem to get a good use out of him. I have lately started to take AG potions.
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Post by Kaiser on Jun 6, 2015 20:35:21 GMT
Here is a comprehensive guide to all the inducements in BB. Alas, some of the Star Players are not available in the Cyanide version, but it is still a great resource for getting every last penny out of that oh so unfair TV differential of that skill laden team you are about to face! www.plasmoids.dk/Inducements.pdfAny advice on what to pick and when? I always seem to take Bad habit or the Babes. If I can afford a wizard, I do take that, but never seem to get a good use out of him. I have lately started to take AG potions. the wizard is only good if you play a slow scoring team (most bash) vs elf and skaven i dont take as they have many to get the ball back or score fast i tanke bad habbits if other coach has 3 or less RR's a bribe ref can be more intimidating as your telling him you will foul i dont think you can ever go wrong getting potions of Agi
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Post by Deano79 on Jun 6, 2015 20:37:24 GMT
We run extended inducements in our leagues so yes the potions and the Bad habits are good choices. Bad habits especially against teams with little block and poor /average AG.
The wiz can be a game winner, but only in close matches, and against elves its not really a great choice as all of those slippery b*stards can pick up the ball at almost anytime. Also using the fireball is for desperate situations only, always pick the lightening bolt at a 2+ roll.
I guess its all specific. Don't have much Guard, and the oppo has loads? Pick up an extra lino or two and give them some Guard.
Best advice I can give is to work out the oppos weakness and your strengths compared to him before hand, and try and capitalise on them. Not a specific answer at all I know, but good planning if you have inducements that bolster your gameplan can make a real difference.
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Post by apolloswill on Jun 7, 2015 0:28:44 GMT
Thank you both. Planning is the key i have been missing, I think. I plan team building etc, but very rarely do I really plan my inducements before a match. I know, I know.
I certainly will take some time now, and see how I can capitize more on my inducements.
Deano, you said take guard on the linos. I asse that means you can increase levels on the mercs. Honestly didnt know that. Will check that out next time i get online.
Again thank you
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Post by Squiggy on Jun 7, 2015 0:49:04 GMT
Thank you both. Planning is the key i have been missing, I think. I plan team building etc, but very rarely do I really plan my inducements before a match. I know, I know. I certainly will take some time now, and see how I can capitize more on my inducements. Deano, you said take guard on the linos. I asse that means you can increase levels on the mercs. Honestly didnt know that. Will check that out next time i get online. Again thank you For an extra 50k (on top of the usual "regular cost+30k) you can give a play of any position one additional skill that they can take on a NORMAL roll (ie, dwarf blocker st/general, woodiedancer agi/general), so for example a beastman with tackle = 60k+30k+50k, or hobgob with dirty player (my faveourite merc) 40k+30k+50k.
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