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Megrim
Last seen 8 years ago
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Archive

2014

2013

2013-04-17 01:38:45
rating 4.5
2013-04-08 04:26:36
rating 3.7
2013-02-18 02:43:21
rating 4.8
2013-02-13 01:57:18
rating 4.3
2013-01-30 03:31:48
rating 5.1
2013-04-08 04:26:36
6 votes, rating 3.7
pact @ swl 49
WELCOME TO SEASON EXCKS LICKS NOW WITH MORE MIGHTY BLOW. ENJOY YOUR MIGHTY BLOW. MIGHTY BLOW MIGHTY BLOW MIGHTY BLOW. MIGHTY BLOW.

ahem.

I had meant to do a write-up for the last few games in the previous season, but never got around to it. So the tl;dr is that I can't handle Blodge/SS rats and high armour bash teams. What else is new.

The Pact started the new season yesterday in what can only be described as a "less than ideal" fashion. Facing a ~2k Dwarf team with around 500 in inducements I took a Wizard, Chainsaw, and two bonus Apothecaries.

End result? 3 - 0 with two dead, two injured and one missing the next game. This was AFTER I used all three Apothecaries in the first half. Needless to say, there wasn't a great deal I could do about the Dwarf tetris game, as even passing was out of the question with a Blizzard sweeping over the pitch for most of the game.

Looking ahead, my division for this season is actually relatively balanced, with about equal numbers of bash and hybrid. Unfortunately, I have to play ~2k Intoxicating Mayhem next.

You get three guesses as to what their overall approach to winning BB games is.

One of the good things that came out of playing these guys last season, however, was a good lesson in team value management. I had been doing relatively decently with TV throughout the team's history, but running into the Orks last season highlighted some problems. We had been at that point in time within about 150 points, but as I went into the game I realised just how much of a difference there was in the way the the two teams were structured.

The Orks were (and are) a lean 12-ork roster, absolutely loaded with skills. Plenty of MB, Block, Tackle and stat-boosts. Not as much Guard as they could have, but the raw stats and increases make up for it.

My guys on the other hand, had a slightly larger roster (around 14 iirc) but with three big guys on the pitch and only 1st-tier skills on most of the Marauders (Block, basically), the team was way out of it's depth. Guard-wise we were about equal, but AV8+Guard loses to AV9+Guard.

Lesson learned: unfortunately, three big guys suck up a lot of points, for questionable return. This is not new, as in TV-matched environments Pact are, well, 'optimally' run at low TV for exactly this reason, but it is frustrating to see just how much this can suck in a League as well.

It's double-sided problem;

you either rely on the three bigs to be the play-makers every turn, every game, but then you have to ride a crest of 'good dice'. 3x ST5 will win you most blocking wars, but god help you if your o-line backfires at some stage (and it will), because all our AV8 and AV7 is going to crumple.

alternatively, you cull your points down by running only one bonehead magnet, but you are then faced with the prospect of having to build cheesy shit that largely relies on dicing your opponent. The former allows one to retain some dignity, while the latter is the more reliable of two evils.

After last season, and after that game in particular, I'd decided to cut two of the three bigs because I wanted a more efficient and more dynamic team that did not have to rely on pitch-clearance to win games. Ironically, it seems as though the Pact are going to end up going that route regardless of roster composition.
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