Switch Theme:

[BB] How Important is Fan Factor, Really?  [RSS] Share on facebook Share on Twitter Submit to Reddit
  »
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User




Instead of taking a mediocre fan factor like 5, should you just take 0 and save your gp? If you accept that the other team is going to get a +1 FAME, or possibly even a +2, can you just opt out of paying for fan factor and take your chances on the kick-off table with a +0? For example, if an Orc team is winning, there are relatively few kick-offs during the game (especially if the Orcs try to hold the ball while blocking and then score late in the half). I raise this because paying 40,000, 50,000 - or even 60,000 - for fan factor can feel like a waste when your opponent comes out with just a bit more... why not take an extra lineman to absorb possible attrition? Why not get an extra reroll or apothecary? I'm not very experienced with the game, and I ask because many of the teams I've seen appear to be taking around 70,000 gp worth of fan factor, and in 1,000,000-gp games that seems outrageously expensive to me. What do you guys think?
   
Made in de
Longtime Dakkanaut





MKachen wrote:
Instead of taking a mediocre fan factor like 5, should you just take 0 and save your gp? If you accept that the other team is going to get a +1 FAME, or possibly even a +2, can you just opt out of paying for fan factor and take your chances on the kick-off table with a +0? For example, if an Orc team is winning, there are relatively few kick-offs during the game (especially if the Orcs try to hold the ball while blocking and then score late in the half). I raise this because paying 40,000, 50,000 - or even 60,000 - for fan factor can feel like a waste when your opponent comes out with just a bit more... why not take an extra lineman to absorb possible attrition? Why not get an extra reroll or apothecary? I'm not very experienced with the game, and I ask because many of the teams I've seen appear to be taking around 70,000 gp worth of fan factor, and in 1,000,000-gp games that seems outrageously expensive to me. What do you guys think?


I donĀ“t own the actual edition of the game but in former editions you had to have at least a fan factor of 1 when creating a team. It was also impossible to have a lower fan factor rating than 1 later in the campaign even if you lost the whole time.
Why or when is a high fan factor important? If you choose a team which is capable to score a lot of touchdowns during a match it is reasonable to acquire a decent fan factor. Remember that you roll on the kick-off table after each touchdown. You will then have a slight edge against your opponent with a good FAME score.
The FAME factor is also added to your total winnings after a match. So if you want to get rich quickly, grab a high fan factor from the start.
Is the fan factor crucial to your team? No, it just gives you a slight boon.
   
 
  Forum Index » Other Games Workshop Fantasy Games

Go to: