Garion
Joined: Aug 19, 2009
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  Posted:
Mar 21, 2011 - 18:20 |
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Woodstock wrote: | Arktoris wrote: | Garion wrote: | As Reisender said it is against the site rules to abuse the journeymen.
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aye. although I see many teams ignoring the must have 11 rule, I'm sure at some point in time in the future one will not be able to click the "ready to play" button if over 160k with less than 11 players. |
The 11 player rule was for LRB 4 and very different situations as now. The rule needs to be changed or removed, because with the journeymen, it really has no place there any more. |
Would exploiting the journeymen not be an infringment on the rules?
That rule is fairly recent, I always thought that rule came in at the very end of LRB4 to stop people exploiting the journeymen rule once the change happened. Like purposefully leaving all the beastmen on a Chaos team dead and just developing the chaos warriors while hording all your money and not replacing any of the beastmen. |
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Last edited by Garion on %b %21, %2011 - %18:%Mar; edited 1 time in total |
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pythrr
Joined: Mar 07, 2006
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  Posted:
Mar 21, 2011 - 18:21 |
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Garion wrote: | As Reisender said it is against the site rules to abuse the journeymen.
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Isn't stopping lots of teams doing it though. |
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PainState
Joined: Apr 04, 2007
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  Posted:
Mar 21, 2011 - 18:57 |
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well I see that we have moved on from the petty cash question.
Now on to Journey man abuse...Which I do not get, I really dont.
The only advantage you gain from journey man abuse is:
1)be able to horde cash
2)be able to mess with the box scheduler.
Both of those have been discussed for allmost a year now. That horse is dead, beat into the ground, buried, exumed, beat some more and mutilated till its bone are ash.
IMO hording cash into the millions is pointless and playing with a team made up with 6+ journeymen is not a competitve team to begin with.
I have allways felt the proper use of journeymen was this.
You are down to 8 guys. You play with 3 journeymen. You NEVER EVER HIRE back to 11 until your journey men gain SPP, then buy them. The reason, Linemen are usually the hardest positional to skill up. SO you have 3 free ones. They dont gain a SPP in the game, fire them, get 3 new ones and repeat. The minute one of them gets a MVP you hire him after the game. SO you get your lino postional at the same cost of hiring him with 0 SPP and he comes with 5 SPP or what ever. |
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zakatan
Joined: May 17, 2008
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  Posted:
Mar 21, 2011 - 19:06 |
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Deathrollers benefit big time from bribes. They are like a cheap second deathroller... |
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jarvis_pants
Joined: Oct 30, 2008
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the_Sage wrote: | Jarvis' ATM refers to the fact that ball and chain is not yet implemented. |
correct. so just a bad ass tree blocking stunty |
_________________ "May Nuffle have mercy on your rolls." - St.Basher |
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Garion
Joined: Aug 19, 2009
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  Posted:
Mar 21, 2011 - 19:22 |
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The problem with Death rollers are, if your opponent receives first and scores in turn 8 you need will need 2 bribes if you only have 11 players left to field. So you really want to hope you receive first with dwarves or have a healthy bench to fall back on. |
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zakatan
Joined: May 17, 2008
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  Posted:
Mar 21, 2011 - 19:25 |
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with the massive cost of the deathroller, I assume a high TV team with a few reserves. |
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jarvis_pants
Joined: Oct 30, 2008
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do they get sent off even if you dont field them? |
_________________ "May Nuffle have mercy on your rolls." - St.Basher |
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Cavetroll
Joined: Jan 21, 2009
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  Posted:
Mar 21, 2011 - 20:12 |
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jarvis_pants wrote: | do they get sent off even if you dont field them? |
No. Secret Weapons only get sent off if they played at least 1 full turn. There was a bug in the beta client where if they didn't take an action, they wouldn't be sent off in T8, but I assume that has been fixed now.
Edit: Let me clarify. The bug was if you were kicking team and your opponent was taking their T8, fielding a secret weapon wouldn't count as 'being on the field' because as the kicking team you weren't getting an action. But like I said, I think that bug has been fixed. |
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nerf indigo 2016 |
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