Raise Dead vs. Apothecary

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Artificial Penguin
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Raise Dead vs. Apothecary

Post by Artificial Penguin »

Is it me or does the fact that Undead give up an Apothecary for the Raise Dead spell seem uneven? Or am I supposed to consider the Regen ability part of the whole Necromancer package?

It's just that I'd much rather be able to buy an Apothecary for my Ghouls than be able to raise a new Zombie once in every 2 or 3 games...

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Post by Grumbledook »

Regeneration is part of the necro, but not te be all and end all. The raise the dead is instead of the wizard a team can hire.

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Post by Artificial Penguin »

So, are there any leagues that allow Undead to buy an Apothecary for their Ghouls only?

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Post by Grumbledook »

believe the olbbl does

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Post by Dave »

And it should be, with the necromancer team.

Without one the team can become just crap in one game. It was advised in BB mag 5 as well to play necromantic teams with an apo

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Post by GalakStarscraper »

Dave wrote:And it should be, with the necromancer team.

Without one the team can become just crap in one game. It was advised in BB mag 5 as well to play necromantic teams with an apo
That's only because the BB Mag #5 Necro team is crap. The revised one the MBBL is using isn't having a problem with the lack of an apoth on the team.

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Post by Dave »

Sorry galak but I can't seem to find that team.

Where can I find it??

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Post by GalakStarscraper »

Dave wrote:Sorry galak but I can't seem to find that team.

Where can I find it??
http://www.midgardbb.com/MBBL/MBBL_GWRosters.html

Since you don't use Kicker rules ... get rid of the Ghoul Kicker to see the roster.

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Post by phil »

Artificial Penguin wrote:So, are there any leagues that allow Undead to buy an Apothecary for their Ghouls only?
i let undead teams buy anecromancer apoth look-alike that can either:

a) allow a reroll on a regen failure once per game or
b) let a non-regenerating player (like a ghoul or thrall) regenerate as though he had the trait...

in the end, it's really quite weaker than a regular apo since they both can be used once per game (assuming they didn't cure a niggle before), and the necro's chance of success is lower than the apo's, but it's better than the nothing they start with and the regen ability of most of the players does balance it all out in the long run...

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Post by los_locos »

I think no apo for a undead team, they are already a hard hitting team, only ball handeling sucks. But when a undead team gets a apo for a few ghouls that doesn't make sense, all the other guys have regenerate or are replaceble (zombie, skeletons). So that's a no no!!!!!!!!!!!!
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Post by phil »

in the case of the rule i use, i actually consider it a balancing factor... no, the undead team doesn't need a full-strength apothecary to have a slight edge in survivability with other teams, and the version i use is arguably statistically weaker than the normal version anyway. however, the reason i see a need for giving the undead team some sort of apothecary is to ensure that what there is not is a 50k basic difference in the composition of the overall teams involved.

if the mortal teams have to pony up for an apo to gain survivability, while the undead team does not, then the undead team can quite easilly field 50k more in players on the field. this is a signifigant difference (i'm not saying it's an overwhelming advantage, because it's not like these teams are all remotely balanced anyway)...

anyway, the point is that especially in the first ten games, giving a team the option of an extra 50k in personell does show through. while not all undead coaches will take an apothecary in my league (much like not all mortal players will), i think that keeping the hypothetical organizational balance intact is a mitigating reason for allowing what is, like i sais, an arguably less-impactful apothecary to the undead sides...

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Post by Dave »

like your idea Phil

Gives acces to Regen. for everyone, nice attempt at something not too drastic (as an apothecary for the team)

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Post by Sushé Wakka »

I know it's off topic, but after I've seen the MBBL noecromantic roster a question springs into my mind:Why werewolves have no regenation? I thought Werewolves didn't suffer physical pain nor shock. Or do the opposite team take field with silver knuckledusters? Just wondering (However, i do realize that regeneration could make them too good, and that it makes sense as a balancing game mechanic not to factor it).

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Re: Raise Dead vs. Apothecary

Post by Zombie »

Artificial Penguin wrote:Is it me or does the fact that Undead give up an Apothecary for the Raise Dead spell seem uneven? Or am I supposed to consider the Regen ability part of the whole Necromancer package?

It's just that I'd much rather be able to buy an Apothecary for my Ghouls than be able to raise a new Zombie once in every 2 or 3 games...
Regen is part of the necromancer. If he leaves the game (argued the call and got thrown out), you lose regen.

I'd much rather have regen on all but 4 players than an apoth to use only once. The undead have it pretty good in that department.

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Post by Sushé Wakka »

Zombie, I'm pretty sure that the "no necromancer = no regeneration" rule you've posted is no longer active. Maybe I'm wrong so if you could please tell mw where to find it I'd be thankful. But I've just reviewed the Necromancer Head Coach entry and I haven't found anything. But then again, I didn't find the part that mentions that undead teams cannot purchase apothecaries, so if you tell me where to find that bit too I'll thank you twice (man, why do I use so many courtesy formulae when writing on english?).

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