As noted
previously, I have had some frustration with injuries on the dark elf team I am attempting to build. Complicating this has been a continually depleted treasury which makes replacing team members difficult. To determine if this was bad luck on my winnings rolls, I dug into the math of the mostly random cash reward at the end of a match.
Warning! Math incoming!
[MATH]
Winnings = (d6 + FAME) * 10k gp
Additional 10k gp if win or tie
Winner may reroll d6
FAME is equal to 0 or 1 (occasionally 2)
d6 = 3.5 on average
Average Winnings
| win | tie | loss |
FAME0 | 50k | 45k | 35k |
FAME1 | 60k | 55k | 45k |
FAME2 | 70k | 65k | 55k |
Note: The table above assumes victorious coaches reroll 1's & 2's. The win column increases by 2.5k if you reroll 1's 2's & 3's instead.
Winning is worth 15k (or 18.5k) more than a loss. Due to the way that FAME is calculated,
average actual winnings for a victorious coach are about 56k (estimate) per match. Therefore, most linemen cost 1 match, rookie elf blitzers cost about 2 matches, and fully developed players can reach values of 5 matches fairly often.
[/MATH]
The analysis led to a few conclusions. First, my luck on the dark elf team had been pretty bad, but I think I am getting past the worst of it. That's how Blood Bowl is sometimes. Second, winning isn't worth much from a cash perspective. Unlike almost every other dice roll in Blood Bowl, +1 is better than a reroll. Third, all teams get roughly the same amount of cash per match. This means that Elves have the same cash flow as Orcs assuming identical records (win/tie/loss) and even distribution of FAME and winnings rolls.
Sal-utations