So, coming back to this after a few weeks, I notice my team got 170k in cash and no pressing things needed to buy. Do you guys think it's best to build up a reserve of cash in case of emergencies and to keep team value down? Or should I pick up a fourth reroll or maybe get some backup Skinks? (I think that if I was most teams I'd get more then 11 players on my team, but it seems most of the time I do as well with 9 as I do with 11, skinks don't seem super critical so long as I got 2. Except for against the ratmen of course.)
One of the nice things about playing in a league as opposed to an open play environment is that you don't have to minmax as much, which gives you some options particularly when it comes to depth on the bench. I'd say that whenever I roll with AV7 players (or in the case of Lizardmen, AV9 mixed with AV7 stunties) I like to have around a 13 player bench. Being able to field a full team throughout the match is a big advantage, whether your attrition is due to tacklers catching up with the skinks or claw brutes mixing it up with the Sauri. Or to put it another way, you say you can always win with 2 skinks; having 13 players means you always have 2 skinks safe on the sideline, so even if you get a bad run of dice and your opponent clears the pitch you have those two backup skinks left to make a game of it.
The only reason I might hold off on getting them right away would be to keep the MVPs going to the Sauri to try and get some more level 3s. If you feel good about being able to win with the Sauri/Krox as they are, then it would be good to have a couple backup skinks; if you are good at keeping them alive, you could develop the extras into situational players who don't need to see the pitch every drive (attackers with Catch/Sure Feet and so forth, defenders with Diving Tackle to hassle opponents, etc.) I rarely have that luxury, but then I've never played Lizardmen extensively in a league format.
The extra reroll though, that's a personal preference. I'd always say to buy a reroll if it will help you win games, by which I mean you regularly find yourself at the end of a half getting ready to try something risky with no reroll in your pocket. If you regularly get to the end of a half using that last reroll on the last turn, or even ending the half with a reroll in your pocket, then there's not much incentive to get an extra; would you rather have the reroll, or a pair of Bloodweiser Babes? (I actually forget how expensive Lizard rerolls are, but that's the opportunity cost you should be looking at.)
In general I find that my teams usually start a bit heavy on rerolls (3-4) early in their development, then when they get more skills (widespread Block/Wrestle saves on rerolls, as does any skill which gives you a free reroll) the team usually benefits from trimming a reroll to cut back on the bloat a bit. And of course, if you get a bad stretch where a bunch of skilled players get retired or die, you might want to pick that reroll back up again. It's a balancing act.
In playoff news, the Morons helped their case with a decisive 3-0 victory over lijacote's #2 Chaos squad. A bit of a dicing, with ba luck for lijacote and good luck for the Morons, but I'm still happy with some of the chain pushes I made to set myself up in case good luck smiled on me, which it did, particularly in stopping the first Chaos drive. Two of those TDs went to Scrappa Sore head, the star Goblin pogoer with Sprint and Sure Feet; on the Moron offensive to go up 2-0 he clean outran every other player on the pitch (failed a GFI near the endzone which made for some drama, but enough snots got down there to help him secure it) and then in the last couple of turns he made an obnoxious number of dodges, GFIs, and a pickup in an enemy TZ in the pouring rain to steal the ball and score again.
Speaking of Moronic victory, I don't know as that game has been validated yet, SLAYA.