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Post by Ren Höek on Jun 6, 2014 10:52:16 GMT
What you CAN'T buy is apo and extra rerolls.
But LordElrick raised an intresting question last night. He plays Chaos Dwarves; can he buy Chaos Dwarf mercs with inducement money? One can buy any star-players but can or course not keep loners or mercs after the match. But some races have restrictions as to which type of players are allowed in the team. Chaos Dwarves may for example not have Chaos Dwarves on the team... but are they allowed to buy mercs for 1 match if they have inducement money enough? (A coach may not use the teams money for added inducments, only the money you get from TV difference.)
What do you coaches say? I am leaning towards keeping the inducement rules as simple as possible, there are enough rules as it is in The Crippled Cup. Easiest is maybe to just have the rule that is in text now: You are NOT allowed to buy apo or RR:s with inducements.
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Post by Azimov on Jun 6, 2014 14:34:01 GMT
Must be nice to have the option to buy something you don't need. I have had to get mercs to just get back to the number of Ogres I should have anyway. I don't see a reason not to allow this, the other team has to already be more developed TV wise anyway. Also adding a merc increases the chances they will steal your MVP.
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Post by Kaiser on Jun 6, 2014 23:31:40 GMT
not having extended inducements really sucks (cant get potions) and that should have been added not sure why it wasnt
at first i was ok with the idea of a CD merc but then got me thinking it is still a high AV guy but then so are some star players... hmmm seems i am on the fence with this as i write
but got me thinking of another issue one team in the CC (flings)is losing its biggest thing for its team the chef goblins get cheap bribe ref and foul their way to victory in normal bb games but flings one chance to even the game is take RR's from a team (hope they have none) and give them 2 to 5 RR's (most fling teams start with 2 RR's... in CC with no RR's gives that team 0 chance of winning trees cant move far enough flings low av, mv and str make them just SPP's gifts to other teams so no 1 would ever go them. why not let flings have the chef and give them a chaos chance to get 0 to 3 RR's a game (that still gives the random chaos feel to them and they still cant get a normal RR only the chef) remember even in normal BB games where a team has lost all RR's and flings have 5 for that half or even game they still can and do lose so i think they should get the chef
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Post by Azimov on Jun 7, 2014 0:06:59 GMT
why not let flings have the chef and give them a chaos chance to get 0 to 3 RR's a game (that still gives the random chaos feel to them and they still cant get a normal RR only the chef) remember even in normal BB games where a team has lost all RR's and flings have 5 for that half or even game they still can and do lose so i think they should get the chef This confused me at first, as I thought they simply stole the RR of the opponent. So if the opponent didn't have any, they couldn't take any. Checking the rules though I see the gaining and losing are two separate events tied to the same roll. I guess you can tell I haven't played halflings before We could try it for a season, everyone being on lower TV due to no RR would make it harder to get both the Tree and Chef inducements too.
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Post by Ren Höek on Jun 7, 2014 10:32:10 GMT
I agree on the Halfling Chef, for Halflings. It's hard enough as it is to play 'flings. They can be allowed to buy the Chef!
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Post by Deleted on Jun 9, 2014 10:35:16 GMT
Im a big no to mercs who breach the initial rules. A mblow cdorf or even claw cdorf will fuck over most teams and will be far more resilient than the normal players.
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Post by Deleted on Jun 9, 2014 11:23:46 GMT
Important for me ist that mercs don´t break the armour rules (max 3 Players with av 9 in the Team). How many Mercs is one allowed to buy ? It´s 2 maximum rignt? I´m somehow with Clementus regarding the chaos Dwarf Blockers with MB or Claw. What about allowing Mercs and not allowing them to buy an extra Skill? I don´t know how that would work, but the idea just occured to me
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Post by Ren Höek on Jun 9, 2014 12:29:58 GMT
I seldom buy mercs at all, how much does the cahos-dwarf terror-example cost? I mean, if a team is down so many TV:s maybe they deserve a killer chaos-dwarf?
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Post by Azimov on Jun 9, 2014 19:59:55 GMT
Im a big no to mercs who breach the initial rules. A mblow cdorf or even claw cdorf will fuck over most teams and will be far more resilient than the normal players. You can't get a claw cdorf, and you are just talking about a ST 3 MB player, plenty of teams have those. Resilience is bit of a non issue, injuring him or not doesn't effect the team long term. You also don't need to hurt him, he is MA 4 simply putting him on his arse is enough to get him out of the action. Important for me ist that mercs don´t break the armour rules (max 3 Players with av 9 in the Team). How many Mercs is one allowed to buy ? It´s 2 maximum rignt? I´m somehow with Clementus regarding the chaos Dwarf Blockers with MB or Claw. What about allowing Mercs and not allowing them to buy an extra Skill? I don´t know how that would work, but the idea just occured to me You may only have 2 Star Players, you may induce as many mercs as you want up to the positional limit for your side. Star Players + Mercs + Journeymen + your own players may not go over 16 total. Anyone missing the game is not included in the positional or total player limits. Norse and Humans already have full positional access, and the chorf side doesn't get to keep any of the SPP he earns, as well as the chance he takes the MVP. If one of your blitzers missed a game you could also get a MB stand in, except you already have access to that stuff anyway. Begrudging them a loner that will never develop to the level of your own guys seems harsh. Furthermore the first 11 players of a chorf side under these rules will always contain at least 8 AV7 Hobgoblins. Should the Mino or a Bull be missing then that number goes up even more. I seldom buy mercs at all, how much does the cahos-dwarf terror-example cost? I mean, if a team is down so many TV:s maybe they deserve a killer chaos-dwarf? You pay 30k extra for a Merc over the normal positional cost, so 100k for a chorf. You may then take a single normal skill for an extra 50k. So in total this hypothetical MB chorf costs 150k. If one team has 150k+ development on another team through players or skills, they already in the driving seat. The whole point of the inducement system is to try and bring some parity to uneven match ups.
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Post by Kaiser on Jun 10, 2014 3:56:16 GMT
The whole point of the inducement system is to try and bring some parity to uneven match ups. if that was the case then A. potions should be allowed B. this is a CC and as such not having RR and such will make it uneven for some teams C hmm thinking of it should wizard be allowed to be used more than once per game? that can even things the more i think of it the more i dont think players that are not allowed should be... even as mercs
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Post by wenteros on Jun 10, 2014 23:13:51 GMT
not everyone likes extended inducments, especially in a league without rerolls (+ag potion will make all dodge rolls 2+, and as you can't use your own own gold, you won't be able to buy doping tests). and you shouldn't be able to buy mercs who aren't allowed as normal players (cdwarves and others).
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