Nufflenomics: Riotous Rookies
I recently finished painting up my snotlings and was thinking about taking them to a tournament in December and I was wondering about the value in taking riotous rookies.
Long story short, I found out that the tournament doesn’t allow this inducement
– however I’d done a lot of thinking about it already, so here it is below.
What is it?
Riotous Rookies is an inducement available for ogre and
snotling teams for a cost of 100k. Before the game starts, you roll 2 x D3, add
the results together and then add 1 to get that number of additional journeymen
for the game.
The economics
You therefore will get somewhere between 3 and 7 journeymen
for the game. The statistics on this are below:
Journeymen |
Percentage |
Value |
3 |
11% |
45 |
4 |
22% |
60 |
5 |
33% |
75 |
6 |
22% |
90 |
7 |
11% |
105 |
You can see from this that even the very best possible
outcome is only very slightly more than what you pay for the inducement. Purely
economically, it is not a sound idea.
Other benefits
The main benefit to this inducement is that this can put
your roster above the standard 16. If you have a full roster plus riotous
rookies, then the minimum number of players you will be taking into the game is
19, and a maximum of 23.
This makes it more difficult for your opponent to win the
battle of attrition. For an ogre team you will want to ensure you have at least
11 players for every kick-off, for a snotling team you would ideally want 14 so
you can have the maximum number of players available if you roll the maximum
number on the D3 for swarming.
When you knock over a snotling or a gnoblar, there is a 20%
(6+ armour and then 9+ injury) chance of removing them from the game
permanently, or a 22% (6+ armour and 7-8 injury) chance of knocking them out.
Collectively there therefore a 42% chance of a removal each time they are
hitting the floor. This means that one of these players will be removed from
the pitch nearly every other time they take a punch (or fail a dodge or get
thrown into the ground by a big guy etc.)
If a team are hitting the titchy players with mighty blow, this will obviously
increase the likelihood of removal to 58% (25% for KO, 33% for an injury). However,
we will assume no mighty blow for simplicity.
To get a 16-player roster below 11 for the next kick-off 6
removals are needed. For the time being, we will only focus on removals by
armour rolls and not through other methods, e.g., crowd surfing.
To remove 6 titchy players for the next drive (which is obviously easier than
removing the higher armoured players which will help but is less likely), a
team would be expecting to need to make around 18 armour rolls against them. This is calculated as 22% chance of a KO,
reduced to 11% as the chance of them coming back is a 50:50 recovery roll, plus
20% chance of a casualty. This gives us just shy of a third, but for quick
workings a third is close enough.
The number of armour rolls to get the team under the target
number therefore increases by 3 for each additional player that has been gained
from Riotous Rookies. The number of removals needed for each roll on the riotous
rookies is below.
It is obviously easier to get the team below the maximum on field
number if the team has swarming because the maximum number of players is higher.
Riotous
rookies |
Percentage |
Average
armour rolls needed to reduce team to fewer than 11 players |
Average
armour rolls needed to reduce team to fewer than 14 players |
0 |
n/a |
18 |
9 |
3 |
11% |
27 |
18 |
4 |
22% |
30 |
21 |
5 |
33% |
33 |
24 |
6 |
22% |
36 |
27 |
7 |
11% |
39 |
30 |
As you can see from these numbers, to remove enough players to get the team
below 11 players from a squad of 16, you can expect to need to make 18 armour
rolls.
Twice as many armour rolls are needed to get snotlings below
14 players even with the lowest number of riotous rookies rolled as are needed
without the rookies. That effectively doubles how hard the opposition need to
work. And is one of the key features of
the inducement: frustrating your opponent.
We next need to consider how likely is it for an opposition
player to get to make an armour roll on your snotlings. Barring any snotlings
having acquired the block skill, they will always have an armour roll made
against them on 2 sides of any one block dice.
For every three block dice thrown against snotlings, you would expect 1 armour
roll to be made if they accept both downs. This decreases to once for every six
block dice rolled if they do not take both downs.
The other combinations are tackle but no block (which is not going to be very
frequent) which will mean players are being knocked down on 2 sides of the dice
– the same as if you accept both down, or a player with block and tackle, in
which case an armour roll will be made one in two block dice rolled.
It is likely it might be a combination of these options depending on the team
you are playing against. For simplicity, we will look at the options as:
1 Side - blocking
team does not have block/will not accept a both down and does not have tackle
(42% chance of a knockdown on a 3DB)
2 Sides – blocking team either has block/will accept a both
down, or has tackle but not both (70% chance of a knockdown on a 3DB)
3 Sides – blocking team has block/will accept a both down
AND has tackle. (88% chance of a knockdown on a 3DB)
If players are getting three dice blocks (which
theoretically they should be doing regularly against snotlings) then the chance
of removing when 1 side is good is 13% on each block, when 2 sides are good is
22% on each block and when 3 sides are good is 27% on each block. This is
calculated by multiplying the above knockdown chances with the 31% removal
chance.
The number of blocks needed to make each level of removals is therefore below.
As you can’t make half a block, these numbers are rounded up, hence why they
don’t always go up in the same increments.
Removals |
3 Sides |
2 Sides |
1 Side |
1 |
4 |
5 |
8 |
2 |
8 |
10 |
16 |
3 |
12 |
14 |
23 |
4 |
15 |
19 |
31 |
5 |
19 |
23 |
39 |
6 |
23 |
28 |
46 |
7 |
26 |
33 |
54 |
8 |
30 |
37 |
62 |
9 |
34 |
42 |
69 |
10 |
37 |
46 |
77 |
We can now start to look at these numbers alongside the
number of riotous rookies. This is to get the team below 14 players.
Riotous rookies |
Percentage |
3 sides |
2 sides |
1 side |
0 |
n/a |
12 |
14 |
23 |
3 |
11% |
23 |
28 |
46 |
4 |
22% |
26 |
33 |
54 |
5 |
33% |
30 |
37 |
62 |
6 |
22% |
34 |
42 |
69 |
7 |
11% |
37 |
46 |
77 |
You can see that the effectiveness of Riotous Rookies is
significantly better if you’re playing against a team with no block or tackle as
they will have an exceptionally hard time of reducing the number of players you
have on the pitch to gain a numbers advantage.
All of the above ignores removals without armour rolls – for
example players being sent off or eaten by trolls. Effectively if you take the
risk of either of these actions, you risk making it easier for your opponent to
get you below the target number of players.
Other options
As the event I was going to didn’t allow Riotous Rookies,
this then got me thinking about whether there are any other ways to ensure that
you are always fielding the maximum number of players on the pitch?
The main ones I could think of are:
- Bribes
- Apothecary/ies
- Bloodweiser kegs
- Regeneration (on the trolls)
- Stronger players
The first three are all things that I want to look into the
effectiveness of separately. Regeneration is unreliable and only on 2 of your
players on a snotling team, and using stronger players either means taking the
pump wagons (risky without bribes). Hiring in star players who are stronger or
higher armoured is a good idea. They will also have a target on their back, and
their removal is a large amount of team value to lose.
Conclusion
In conclusion, the value in riotous rookies is not the extra
players themselves – as snotlings are not very good value even for 15k – but
the fact you will need to make your opponent work hard if they want to gain a
numbers advantage, and all the time you have the advantage you have a better
shot at making something out of the game.
In a tournament you don't know who you'll be playing against and I would recommend having them regardless.
In a league setting, you might make a call on this depending on your opponent. If you have a 16-player roster and they don't have any skills that would help them remove your players then it might be worth considering other options as a possibility. However, I would expect you don't have a 16-player roster as you are leaving gaps for hiring star players. So in that case, hire the rookies.
Basically - hire the rookies! Hopefully the above has helped you to understand why you want them.
Comments
Post a Comment