Necromantic Advice on inducements

Slyspy

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Hi guys.

My UKBBL Necro team, Sly's Lurching Losers, play against a typical Orc team tomorrow.

The Orcs are much more experienced and I have inducements worth 410 (1640 vs 2050).

My team can slog a little, but we are badly outclassed by most specialist teams including bashy Orcs.

Any advice on what inducements to take?
 

John McGuirk

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If it's pure muscle you want then Ramtut is available, although many of course prefer the Count as a much better all-round package. Both would take some of the strain off your brawlers, and both are difficult to pin down or remove from the pitch.

What sort of shape are your Wolves in? Wilhelm Chaney packs a nasty set of ST4 Claws, albeit with the mixed blessings that are Frenzy and Wrestle. A point of AV buys him 2/3 extra MV over the bruisers, which is nice. But more importantly his lower price lets you also take a Wizard to bust that nasty Orc cage open or a babe/Igor combo to help tend to your wounded.
 
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Netsmurf

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Wilhelms wrestle/frenzy combo makes for a great ball sacker though, but the count give you hypno - right? That would be perfect to open a cage.
 

Jasper

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Whatever you do, definitely get a Wizard, as Fireballing a classic cage gives you a great chance of popping the ball out into the open, especially if you can wrap a player or two around to cover the backside and have a Guard player handy to dive for an assist.

Combined with some proper defensive stalling he should have trouble scoring in his receiving half, meaning you just need to score when you receive and look for a 1-0 victory.
 

Slyspy

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If Wilhelm Chaney is a starplayer then he isn't in the Cyanide version. :(

My team:

Nelson, WW: Claw, Frenzy, Regen, Mighty Blow, Block.
Freemantle, Wight: Block, Regen, Mighty Blow, Guard.
Bayntun, Golem: Regen, Stand Firm, Thick Skull, Block, Guard.
Bullen, Golem: Regen, Stand Firm, Thick Skull, Block, Guard.
Pellew, Zombie: -1AV, Regen, Kick, Block, Fend.
Laforay, WW: Claw, Frenzy, Regen, Block, Dodge.
Mansfield II, Ghoul: Dodge, Block.
Harvey II, Wight: Block, Regen, Guard.
Assorted unskilled Zombies and a rookie Ghoul.

They can mix it up so long as I choose where. Plus they can out pace the Orcs. But can they defend? Probably not.

Ramtut or the Count will use up all my inducements. Or I could get Nekbrekwatsit and a Wizard and if I drop a coach or a cheerleader maybe a Babe too.

Thoughts?

Edit:

Do you realise how hard defensive stalling is with MV4 AG2 pieces? Very is how, you rely (too) heavily on the Stand Firm Golems.

Quite fancy the wizard though.
 

nufflehatesme

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whats his team look like?
i would go either the count (st5, ag4, av9, hypno gaze, this guy can do it all) or wizard and extras (maybe nekbrekeh.)

the count acts almost like a wizard with hypno gaze in cage disruption, but for 16 turns. st5, side step and av9 make him an impressive roadblock too.

i guess i rate the count highly though as he has beaten me almost single handedly a couple of times now :p
 

Slyspy

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His team has most of the usual skills such as Block, Guard, Mighty Blow and Tackle.

They are also a little battered. His Frenzy Blitzer only has MV4 while his MV7 Blitzer only has ST2 and Dauntless. Another Blitzer is AG4. Unusually he has a couple of Goblins too plus the inevitable Troll and Black Orcs. Thrower is decently skilled.
 

Snap Wilson

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I really need to learn how to pick inducements better... any topics just on this ?

Inducements really depend on what your team is, who you're facing, etc. etc. It's a shame Cyanide is gimped with the number of Star Players available.

I would also recommend the Count against an Orc team even though that's all your inducement, even above a Wizard. ST5 plus Block, Hypno to help bust a cage, one of the toughest ball handlers to bring down (did I mention ST5 + Block?) AG4 will help him make the odd dodge when you need it. He might be the best Star out there.
 

Morgred

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Another vote for the Count. A wizard does help bust the cage but, what if the cage reforms? What if the wizard is a dud? You only get one chance with a Wizard. The Count will help u muscle up for the whole game and provide a means of 'countering' (excuse the pun :rolleyes:) the orc cage.

The count is certainly one of the better stars.. Up there with Hthark the Unstoppable!
 

Narly Bird

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I personally would go for the Wizard and Nekebrek. I can't state strongly enough how great a wizard is vs Orcs. Especially if you have some fast dodgy guys (Wolves/Ghouls) nearby to take advantage of it.

Nekebrek is just a nice cheap star player with S4 and reliable blocking. Break tackle/strip ball are nice, but unlikely to be used much vs Orcs and their sure hands thrower.

The count is good. But just watch this weeks POTD to see what can happen to him (and all your inducements). If your opponent is smart, he will just mark him up each turn and wait for you to fail the 2+ dodge. He can also have a slightly heavier cage or a screen/cage combo that will keep out the count.

The count is a very good player though. So i dont think either is wrong. I just prefer the wizard option.
 

John McGuirk

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Ah, for some reason I was under the impression you were talking table-top. Shame about Chaney, I hope Cyanide do get more Star Players into the next update (assuming there is one).

Yeah Setekh is another option, not quite as appealing perhaps, but he's still got a well-rounded set of skills and stats, and your own Wolves are actually quite nasty so I'm not sure you need Chaney's claws all that desperately.

So him and a Wizard could work, otherwise I'd take the Count.

Lebe666 said:
I really need to learn how to pick inducements better... any topics just on this ?

Well, the first thing to realise is that the inducements are (reasonably) well balanced, so there's really no 'right' or 'wrong' - just more or less optimal.

Unfortunately, a lot of the factors that will determine whether your purchases were sound depend on how the game develops on the pitch, particularly when so much (as ever) depends on dice rolls. You can't predict whether your babes will have KOs to work on, wandering apothecaries will have casualties to work on, whether targets for bribe-enhanced gang-fouling will emerge, etc.

So really all you can do is look at your team, your opponents team, and try to work out what is most likely to be of some use during the match.

Many coaches point to babes and the Wizard as offering the most value for money of the non-player inducements. Star Players and mercenaries are more situational, and their prices are inflated in comparison to their raw value, but they can offer things to your team that more than justify the fee (non-malfunctioning Hypno Gaze is a dream).
 
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Lebe666

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When I had to pick a star player it was just so many skills in each player that didnt seem necessarily synergetic... I ended up getting the cheaper nekebrek type with a Wizard.

As usual I forget about the wizard (I have a piece of paper next to PC saying "You have Wizard" now) . The Nekebrek guy I tended to forget too... so used to playing my own team.
 

Slyspy

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Well it was a hard fought 1-1 draw which I was lucky to get.

I took the Count and he was mostly useless until the last turn (in that we didn't do much that someone else couldn't have done) and a liability (so many failed dodges, failed hypnos, failed blocks).

He attacked first half (at some point I either skipped a turn by accident or there was a glitch in the matrix, I don't know which) scoring on turn 8.

I attacked second half and equalied (with the Count although I was tempted to try the hand off to a Wolf to keep the SPP inhouse).

He had five turns to score a winner but the kick was deep and a last turn Blitz by the Count spilt the ball allow a Wolf to scramble it to relative safety.

BBman gives the D6 luck as -10 for me (-6 for him) and the 2D6 luck as -2 for me (+15 for him).

A Babe would have been very useful this match.

A Wizard would probably been more useful than Hypno. since I had little need of it and when I tried it failed everytime.

St5 was useful, but not so much. Nekbrekewotsit with ST4 and BT would have performed much the same.
 
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