by geekor » Thu Apr 12, 2007 2:10 pm
Welcome to strat!
First have fun, 2nd learn. Very few people win with their first team, this game does have a learning curve. Go to the strategy forum and check out the Newbie Advice Guide, it has a lot of helpful info in there.
Even hitters aren't as strightfoward as they seem. Just because a hitter hit .300 in the regular season, doesn't mean the card he was given by SOM will equal that.
Basically the game engine rolls a 1 6sided dice (1d6) to dertermine if it comes off the hitters or pitchers card (i forget what is what 1-3 hitters, 4-6 pitchers, or vice versa). Then 2d6 are rolled to get a number 2-12. When you look at the card that is the result then. So there are 108 chances for each hitter and pitcher vs L and 108 vs R (as the chances of rolling a 2 are 1, chances of rolling a 3 are 2, chances of rolling a 4 are 3, etc ,etc with chances for a rolling a 7 the highest with 6, makes 36 chances per column and 108 total per side).
The pricing is pretty acurate for neutral parks. The main thing to looke for then at the beginning is the ballpark effects. The BP HR's are notified by the # symbol. Any roll that lands on that, you ignore what is written after it. Just roll a 1d20 verses the ballpark rating, to get either a HR or a flyout. The max BP HR's on any side is 8. W powered hitter have none, and if they get a BP HR off of a pitchers card it ends up being a single.
So as Bodie said, if you're playing in the Cell, those are very very important, as your hitters need those BP HR's, and your pitchers should have as few as possible. In Shea, who cares if your pitchers have them, but your hitters don't want ot be loaded with them, as they will go to waste. the pricing model takes into account how many the hitters have, and you are paying for them.
Pitchers though, I usually take WHIP before ERA. Just remember the pricing is pretty accurate, and try put more $$ into hitting then pitching, don't slouch on the Defense either, no 4's or higher up the middle.