2007-12-21 01:10:08
31 votes, rating 2.5
Started a new team (again?) today, meant for long-run performance.
For that reason, i picked as many positionals as possible.
I have no doubts people will slap me for that, but, although it is risky, it has 1 huge advantage: TR.
Buying many positional players right away and leaving RR's out helps keeping down TR in several ways:
A full DE team can contain 8 positionals,
so 3 linemen and you have a full team. If you start with 11 linemen, that means you'll have 3 to remove in the end (not that it will be that hard to pick :D) and you'll still have a full team then.
What is the use of 16 players, if you can only field 11?
Against non-bashy teams, you'll lose 1-2 players (max, unless he/she gets very lucky) in the first half. So 12-13 players makes a team large enough.
Against bashy teams, you'll lose lots of folks, indeed, but how often will you have a chance to get them back into the game? Bashteams tend to go for an 8-turn run. Besides, AG4, you're not supposed to stand in front of them.
Second reason: the double RR cost,
it means you pay double for something, so you'll only get half of the rating for it.
This way, you can gather up skills while staying low TR for longer, enforcing your chances early on. (i know that it will come down to the same in the end, yes i really do)
So, how did this go versus orcs: i lost. :D
How far due to lack of rr?
-> main problem was that he kicked half of my team in the ground (and one six feet under)
-> yes, dodges did fail sometimes, but consider a situation with 2rr's, that would have saved at max 4 dodges. But in reality, maybe 2, since there is the tendency towards rerolling rather important blocks or you simply don't have that many people to let dodge anyhow. :D
-> considering a 2 turn TD happened, it is workable.
-> opponent lost a turn thanks to a re-roll of him that did go for worse :D
And a very important point: You're playing tactically better.
Really, you've probably all read that stuff on the forums and help pages about always thinking how things will go if your roll will fail, about how you should progress through your turn, how you should cover in for safety and other stuffles.
With no rr's, you'll actually pay attention to it, otherwise, you'll grab back to the rr back-up faster.
When it isn't there, you'll consider every possible maldodge :)
Well, i know there are many arguments for taking those rr's anyhow and how it will only temporarely influence TR and how it will be harder anyhow, even being on low TR, since there is lack for rr.
Time will tell, i'll mix with norse/necro games to keep the fun in it.