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Choosing Inducements

Original content provided with thanks by Java

(Note, the original article assumed that megastars are banned from being selected. Megastars have been added in italics subsequently)

As a preamble I feel the need to state something obvious, that nevertheless is often disregarded or outright denied by rookies and veterans alike. Facing a team with a higher TV can be daunting, and it's important to not give up in advance or carelessly bring a Chainsaw.

Almost any "bad" matchup, one where there is a disparity in roster strength, level of development, call it what you like, can be won with a combination of coaching skill, carefully chosen inducements and, yes, luck.

While we have no way to accurately measure or improve coaching skill, and without a FUMBBL Platinum account there is no way to improve your luck, there are many suboptimal ways to choose inducements. I originally wrote this rundown for my tabletop league, here is a loose translation and expansion of it for the general English-speaking public.

I won't delve into Stunties too much because they have slightly different decisions to make and some near-obligatory picks, like bribes, chef, and rookies.

What inducements do you pick?

20-40k

Assistant coaches and/or the weather mage.

50k

It's a beer, or if your team can have them on the cheap you can take a bribe. Or Cindy. Lucky you. (Megastar bomber dribblesnot is a must take at this price, if you team can have him)

100k

here there is a bit more of a choice. For 100k you can take a bribe, or two beers, or an extra apo or reroll. All have their merits depending on the matchup.

If you have a long bench or high armour you should not worry too much about getting hurt (so perhaps don't take the beers or the apo) . If your opponent is tough or numerous, fouling might not be the best strategy - perhaps stay clear of the bribe.

Some teams may have access to Fungus. Ball and chain is fun and all that, but Fungus is tricky to use. I have written about it before, the short version is that you have to be paranoid with them. Never end the turn basing someone. Never leave a prairie around the fanatic. Always roll three dice blocks.

Akhorne can be good too, as a surf threat and a can opener. Remember that he has the durability of a snotling.

Finally, consider Mercenaries. They can be useful in the right conditions.

150k

Wizard! Now we are talking! Everyone is afraid of it. You should use it as a sacking threat on your defense drive. Fireball can open up a cage while zap can bounce the ball off a low strength carrier. An unused wizard can condition the way the opponent plays, so choose your timing wisely.

200k+

From here onwards we can get creative. Many stars with a price tag above this amount are very interesting.

First of all, you should favour the stars with Block, or other safe-ish hitting skills like Juggernaut. High strength stars, like Varag, Skrorg, Borak, Ripper, Zolcath, Bilerot, can act as roadblocks and heavy hitters. Always try to 3db if it doesn't mess up other plans, and don't forget Loner.

(megastrs at this price bracket are almost always worth taking Deeproot hits on MB+2, hackflem is an amazing baller, Grif is good at balling and everything else, and Morg is like deeproot but quicker and more agile. The only one to be carful with is Kreek see the bit about ball and chain above)

Other stars have more of a support or surgical role, such as Glart, Karla, the White Dwarf, Chaney. Gloriel can sub in for a missing elf thrower.

The third batch of good stars are the tricksters. This includes Eldril, Estelle, Ivar, Thorsson, the skink twins, the vampires. They all have one trick that circumvents regular BB and can give you the upper hand.

Final caveat

all of the above cost slightly more than the Wizard. The star you pick has to have a better effect on the game than the Wizard (+a few other trinkets) in order to choose them. Always have your particular match up in mind and don't become ossified.

Last update: December 5, 2023