Many coaches think that Dirty player is useless in the LRB6 ruleset, because even if you are sure to break the armor, the odds of being expelled are 11 out of 36, while the odds of a casuality are only 10 out of 36 (6 out of 36 without DP skill).
However, we can foul a valuable player with a useless zombie/lineman, and even if the victim is only KO'ed, it's better than nothing. So I did the math and computed the
expected value of a foul. Intuitively, the expected value give the "average result" of a roll. But to compute it, we must give a "value" to each outcome of the roll. To compute this value, I consider the "value" of the player (its value in the team value) with the following assumptions.
Let
f be the value af the fouler,and
v be the value of the victim. If the fouler is expelled from the game, the valued result of the foul is
-f. If the victim suffers a casuality, the valued result is
+v. If the fictim is stunned; it is
+v/16 because there are 16 turns in a regular game. If the victim is KO'ed, I consider that the valued result is
+v/4 (i.e. the victim cannot play 1/4 of the game). Both results can be combined; for example if the victim is KO'ed and the fouler is out, the valued result is
v/4-f.
If the expected value is positive, it means that it is worth fouling. We can express this by a coefficient
c such that if
v> c*f, the foul is probably a good thing to do.
Here are the results of the computation, depending on the armor of the victim. The "armor" may be down to 1 because of the assist, in other words if you foul an AV8 victim with 2 assists, it is like fouling an AV6 victim.
With no skill
armor 10 coeff 7.95
armor 9 coeff 4.18
armor 8 coeff 2.76
armor 7 coeff 2.01
armor 6 coeff 1.61
armor 5 coeff 1.40
armor 4 coeff 1.30
armor 3 coeff 1.22
armor 2 coeff 1.18
armor 1 coeff 1.15
With Dirty Player skill
armor 10 coeff 3.44
armor 9 coeff 2.19
armor 8 coeff 1.56
armor 7 coeff 1.23
armor 6 coeff 1.04
armor 5 coeff 0.94
armor 4 coeff 0.87
armor 3 coeff 0.84
armor 2 coeff 0.81
armor 1 coeff 0.80
How to read the results: for example, if you foul an AV9 player with a DP + 1 assist, the coefficient is 1.56. It means that if the value of the victim is 1.56 times the value of the fouler or more, it is worth fouling, from a mathematical point of view.
Of course, this mathematical computation does not reflect the tactical interest of a foul, but it demonstrate that:
1) it is worth fouling a star player with a zombie, even with a few assists
2) DP skill is still quite useful