Recurring team costs

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voyagers_uk
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Post by voyagers_uk »

The last Dark Elf team I started had no TRR at all, I wanted to improve that side of my play where I had no safety net, It bit the first few turns when I rolled a 2 dice block my favour with a lino and got Skull/Both Down.

Also in our new league we are playing against a ladder with fixed finish money less Team rating * 1000gps so you are forced to play better teams to get up the ladder and if you improve too much you will have to reduce your Team rating in any way you can playing staff, support staff, Surplus Treasury, rerolls. The top row of the ladder is awarded 300k less TR *1000 and the current team at the top has a Team rating of 433 and a treasury of 100k so 33 points of team rating will have to be removed.

It will be interesting to see from where it comes.

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Post by Acerak »

This is to avoid having 1 coaching staff just to cancel out negative income.

This sounds like it would work in theory. It won't, however. Consider the options:

* In Game 100, Da Cripplerz suffer negative cash flow problems. They are forced to sack their entire coaching staff.

* In Game 101, the same team is likely to hit the wall again.

Ok. They would like to acquire a single Assistant Coach just to "cancel out" this option. How can they do it?

* Option A: Buy a coach. Impossible, as they don't have any money.

* Option B: Retire a player. In this case, they should have sacked the player after Game 100 in exchange for the negative cash!

Option B is a way around the system, but note that the team is still short all its coaching staff plus a player! Simply put, this "buy around" will still lower the team's TR.

Cheers!

-Chet

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Balrog
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Post by Balrog »

All this is just semantics.
There is an easy way to prevent your team rating from ever getting too high: hire and fire linemen. Once you get the 16 players you want, designate 2-5 linemen to be fodder. Fire them when you need your TR to go down, and rehire them when cash comes in. Don't keep them on as assistant coaches, obviously. This way the only thing that makes your TR go up is SPPs and increase in FF (which caps at about 15 anyways). 5 SPP = 1 TR so you will rarely have your TR increase by more than 2 in any given game. Harsher penalties will just increase the frequency of the cycling.

-Balrog

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Post by DoubleSkulls »

There is one big advantage for power teams having lots of TRRs. It means you can quite happily reroll push back results.

Ian

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Murtho
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Post by Murtho »

Ok Chet!

Another scenario:

Game 100 - Negative cashflow, sacks staff

Game 101 - Positive cashflow, buys 1 assistant coach

Game 102 - Negative cashflow, sacks staff

Anyway, I like the idea, doesn't really matter how it's implemented...

/Thomas

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Relborn
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Post by Relborn »

Why don't you just dip a bit deeper into detail and put in a
system for wages that have to be paid for your players every match.

Sure there have some other rules to be tweaked therefore but
the effect seems fine (We used this in the past for the good ol' 2nd
edition stuff). I can't see why it shouldn't work. The only reason
that might stand against it would be to much calculation work
(I know you trolls ... it's so hard to add figures) *S*

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voyagers_uk
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Post by voyagers_uk »

That smacks of Appearance fees :evil: begone foul suggester. next you will mention OS*A

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Post by Relborn »

Of course this has some resemblance to appearance fees. But you have to pay every Player not only the Stars. Of course you should get therefore mor money to have a compensation.

It might seem that nothing would change, but with payment there would be another balancing level included

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voyagers_uk
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Post by voyagers_uk »

I much prefer the current system to the one you are suggesting, that way lies silly tactics to avoid playing people who will become stars. I will never like it, except when I play Championship Manager

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Relborn
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Post by Relborn »

Voyager you misunderstood me. I was not saying everybody should use
it. It's just the way we play it in our league.

And just to add a point of information - within our housrule there is no way to get around paying your player. If he does not get his wages, he won't play ... and finally leaves the team if there are to many wages due (And can be freebootered or bought by other teams)

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Post by Kri »

I think the current rules work.
:smoking: I have a High Elf team with 250 in Team Rating and I´m really feeling all those minuses in winnings( often -1 or -2 in spite of winning the game).
OK, I have a full team with 5 RR and not wanting more and an apothecary, BUT I have only hired two wizards in 25 games and have several players with Niggling or -AG due to aging. I really want to replace them but can´t afford. :(

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wesleytj
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Re: Recurring team costs

Post by wesleytj »

Mestari wrote:One of the problems with developed teams previously was that they began to store loads of money, thus being easily able to replace players. Stadiums and the like never offered a good solution, as they only prolonged the time required before the team was "saturated", i.e. it had 16 players, wiz, apoth, (stadium + other house rule stuff).
There was never anything that you needed and for what you would have to constantly use money.
Wizards, as you noted, take care of this problem partly. Another major element is the new winnings table with the large minuses at the top. That combined with the FF rules (-1 mod for every 10 ff) make it very tough to keep a team at break even, let alone get ahead.

Beyond that, there's the new niggler rules, so if you're like me and you replace most players with nigglers, there's a lot more money going out, and then if anybody dies...

Plus there aren't any cards anymore, so no "merchandising" and so on for a huge income boost.

To me it seems like the opposite problem exists!

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Post by wesleytj »

christer wrote: You know.. This is one thing that I've been considering for a while now..
Why would you even want to max out with 8 rerolls? It's highly unlikely that you will ever need that many.. In a league with 4 rerolls as max, I basically never ran out of them. .
Man my wood elves had 10...8 for each half and then they were ready for OT too...and I often used every last one of them...but them I'm world renowned for my lousy dice. I used them all even tho I loaded up on as many reroll skills as I could. Passes with guys with pass, dodges with guys with dodge, catches with guys with catch, gfi's with guys with sure feet...doesn't matter. Some things you just have to have team rerolls for: leaps and blocks especially!
christer wrote:Now, we've restricted rerolls even more (max 2) but are considering freeing it up again.
Man I can't even imagine. Plus that would totally screw my undead. I often make undead teams that start with 6 rerolls. That was their thing!

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