I've reconstituted my Nurgle team, the
Gastro Pub, to play in Competitive.
While we don't have seasons or a scheduler available, I've been trying to follow a few principles:
* don't play beyond 15 games
* play a variety of different opponents
* try to avoid playing teams that have played more than 15 games: they're the ones that are less fun, because they've got a lot more developed, and if part of the point of seasons was to reduce the volume of monster teams, why go up against them anyway?
(There's a few times I've failed with that - notably game 13, where I didn't go and check that the Norse I was up against weren't solid veterans vs my ingenue publicans.)
Where my interest is piqued is that, as we approach the redraft horizon, I need to start deciding whether to buy skills, or bank the SPP for the aftermath of game 16:
Shaved Prime Rib Dip is going to take Guard as a chosen skill soon, because (a) I hate Guard and (b) that's really annoying to play against, and that's what a good Nurgle team should prioritise, over flashy skills like Mighty Blow or Claw. But if he takes it now, that's another 20k in the redraft, and the team is already at 1340; with agency fees to worry about, I need to find 220k to retain the first 11.
OK, I could sack Tony Wonder with his joke random skill, or sack and rehire Unwiser Quesadilla if there's an SPP famine for the next two games, but the decision to make about running three sub-optimal games and hoping the Dip doesn't get spilt across the table, well, that adds a bit of extra spice to things.
I
think it's:
keep everyone except Bryson Joriel (saves 35k)
drop three rerolls (saves 210k)
sack Tony Wonder and replace with a 'fresh' rotter (saves 10k)
That would be leave a team with 1340-255 = 1085 TV, plus 200k agency fees = 1285; it's a shame I can't shave 5k off a player and keep a reroll, but then maybe I make the rerolls back with inducement money at the start of the second season.
Other than that, I think the team is actually just about the perfect size to play in their second season - it's a shame we've arrived there two games' early. The problem is, with the lucky random skills I've had on rotters, I'm loath to abandon those efficient 10k Block boys, so do I risk holding onto SPP until the end of game 16 (and run that without rerolls - yikes!). Burn all that excess cash on Igors and kegs until then? It's nice to have things to think about!