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Vampire Roster | |||||||||||
Positional | MA | ST | AG | AV | Skills | Normal | Double | Price | |||
0-16 | Thralls | 6 | 3 | 3 | 7 | G | ASP | 40k | |||
0-6 | Vampires | 6 | 4 | 4 | 8 | Regeneration, Hypnotic Gaze, Blood Lust | GAS | P | 110k | ||
Re-roll | 70k | ||||||||||
Apothecary | Yes | ||||||||||
Stars available for inducement | |||||||||||
Star Player | MA | ST | AG | AV | Skills | Price | |||||
Helmut Wulf | 6 | 3 | 3 | 8 | Loner, Chainsaw, Secret Weapon, Stand Firm | 110k | |||||
G'Ral Blodschüker | 7 | 3 | 3 | 7 | Catch, Dodge, Loner, Sure Feet, Wrestle | 160k | |||||
Wilhelm Chaney | 8 | 4 | 3 | 8 | Loner, Catch, Claws, Frenzy, Regeneration, Wrestle | 240k | |||||
Gretchen Wächter 'The Blood Bowl Widow' | 7 | 3 | 4 | 8 | Disturbing Presence, Dodge, Foul Appearance, Jump Up, Loner, No Hands, Regeneration, Shadowing, Side Step | 280k | |||||
Count Luthor Von Drakenborg | 6 | 5 | 4 | 9 | Loner, Block, Hypnotic Gaze, Regeneration,Side Step | 390k | |||||
Morg 'n' Thorg | 6 | 6 | 3 | 10 | Loner, Block, Mighty Blow, Thick Skull, Throw Team-Mate | 430k |
Vampire teams have a unique problem - Bloodlust.
Besides all the reasons any team wants re-rolls, Vampire teams tend to burn through RR's faster due to Bloodlust, and/or Thralls can drop like flies. No RR often means losing your Vampire players until next kickoff or a Thrall Badly Hurt. More Vampires means more Bloodlust rolls*, and so a higher chance of more of the same.
(* Assuming 16 Turns of actions, on average 1 vampire will roll "1" on their Bloodlust 2-3 times/game (1/6 x 16 turns = 2.5/game). Multiply by the number of vampires on the field to get the average number of expected extra RR's+Thralls needed due to Bloodlust...)
So the trade-off is simple: start with more RR's, or start with more Vampires, or start with spare Thralls?
If you toss an Apo' into the mix, the variations are many - your call... but it's not generally "recommended" to have more vampires than re-rolls.
12 Players (& 30k towards Apo' after game 1).
More RR's than Vampires is safer, and an extra thrall is a nice starting buffer. If you've never played Vamp's before, try this first ( or Variation #2 ) to get a feel for them.
14 players (& 20k towards Apo' after game 1).
Another solid "first time" coaching choice (with or without apo). Thralls get bitten instead of using RR.
If a first-time Vamp coach insists on more than 2 vampires, this is that roster. Not as many RR or Thralls, but 3 Vamps gives more flexibility. 30k towards Apo' after game 1. Taking 3 vamps means you don't have MVP going to thralls.
3 RR and 3 Vampires could spell trouble, but 14 players means that the vamps have plenty of Thralls to snack on instead of using RR to avoid Bloodlust. 20k toward apo after Game 1.
Another mix with RR = Vamps, but without the extra thralls to snack on. This team will almost certainly start the 2nd half with < 11 players.
(See Variation #7 comments)
Altho' mathematically possible, this starting roster is quite possibly a huge mistake. Few "developed" Vamp rosters will ever have 6 (or even 5) Vampires.
With St 4 + Ag 4 + Hypnotic Gaze, Vampires may seem one of the best positional players in the game, but with 6(!) vampires rolling 2+ each turn and only 2 RR and only 11 starting players, this starting roster will be shorthanded very quickly due to Bloodlust (plus the usual on-field hazards). Score early, score often, hope for the best late-game - good luck, you'll need it.