double 5 for new wardencer
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- Honorary Asmodan
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Guard adds the possibility of having TWO wds leaping into a cage and getting the ball-carrier at 2db. Yet do you want to:
1- risk rolling one more 3+, with the increased risk of a TO?
2- have two instead of one wd lying in the middle of a cage, ready to be pounded to oblivion?
+1ma has good uses for all the reasons spelt above, but frankly, if you play reasonably carefully, even with one wd on the pitch, you can make your opponent sweat with 'only' 8ma in my opinion.
Dauntless is my personal favourite - if ever the ball finds itself in the hands of an 4+st player, you're in a big trouble to try and break a cage, not to say f@cked. Unless the ball carrier has neither dodge nor block, you're just subjecting your wd to increased risks of being taken off the pitch in that situation if you still want to try and break that cage (and you will need to if you don't want your opponent to score).
Some would reply that with +1ma, your wd will be able to go deeper into your opponent's half and prevent more that cage from being formed in the first place, but personally, from my extended WE experience (as well as other races), the benefits of +1ma for a WD are not as effective as dauntless.
=> Go for dauntless!
(pro can be worth considering, but frankly, once you get 3 or 4 rerolls for your team, you won't need that trait if you're careful)
1- risk rolling one more 3+, with the increased risk of a TO?
2- have two instead of one wd lying in the middle of a cage, ready to be pounded to oblivion?
+1ma has good uses for all the reasons spelt above, but frankly, if you play reasonably carefully, even with one wd on the pitch, you can make your opponent sweat with 'only' 8ma in my opinion.
Dauntless is my personal favourite - if ever the ball finds itself in the hands of an 4+st player, you're in a big trouble to try and break a cage, not to say f@cked. Unless the ball carrier has neither dodge nor block, you're just subjecting your wd to increased risks of being taken off the pitch in that situation if you still want to try and break that cage (and you will need to if you don't want your opponent to score).
Some would reply that with +1ma, your wd will be able to go deeper into your opponent's half and prevent more that cage from being formed in the first place, but personally, from my extended WE experience (as well as other races), the benefits of +1ma for a WD are not as effective as dauntless.
=> Go for dauntless!
(pro can be worth considering, but frankly, once you get 3 or 4 rerolls for your team, you won't need that trait if you're careful)
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JU
I got somewhat the same 'problem': rolled a double 4 on a WD and I decided to take Jump up. Played a test match with it and it has proven quite succesfull in that match. Guard was an option but frankly I do not want 2 WD in the cage and Dauntless, well up to now (10 matches) I really did not need it.
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- Cooper
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Re: JU
I think the problem with Jump up on a WarDancer is that IF your wardancer went down AND didn't go of the field by that Armorroll, your opponent will try to move heaven and sky to foul him off the field before you can even use your skill.Dylan Dog wrote:I got somewhat the same 'problem': rolled a double 4 on a WD and I decided to take Jump up. Played a test match with it and it has proven quite succesfull in that match. Guard was an option but frankly I do not want 2 WD in the cage and Dauntless, well up to now (10 matches) I really did not need it.
A prone Wardancer should be a dead wardancer.
But perhaps i just don't like "reactive" skills.
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- Al the Trowel
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I'd take Mighty Blow - what do War Dancers do most in the WE team? Blitz! They hit things to free up the ball for the catchers. So what better than an increased chance in taking a player off the pitch. Next upgrades would be Stripball and Tackle which shouldn't be too far away for a wardancer.
You've already got a MV 9 dauntless player to use as a safety and sweeper, you don't need a wardancer to do that too.
You've already got a MV 9 dauntless player to use as a safety and sweeper, you don't need a wardancer to do that too.
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One more vote for additional movement.
Speed is the key to the we game. And if it is only for those occasions, where your opponent thinks the ball is safe and suddenly you can move another square and hit that freak.
BUt even apart from that, one point of movement can make a whole lot of a DIFFERENCE.
Speed is the key to the we game. And if it is only for those occasions, where your opponent thinks the ball is safe and suddenly you can move another square and hit that freak.
BUt even apart from that, one point of movement can make a whole lot of a DIFFERENCE.
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why +ma? I mean how are those poor dwarf coaches that you are itching to play supposed to hunt it down if it moves so darn fast? Seriously though, dauntless is a good choice but I like to think out side the box and use him to crowd people with frenzy. Since hes very close to side step, you just need to play careful untill your next roll and voila! But this is a bashy coach talking, and dreaming of death and maiham.
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NoS
Check out my topic on Advancements of Woord elves. It's pretty recent. I am curious about your thoughts on my team.Luger wrote:I would take NoS. I gave it to my wardancer and he was pretty good. It was really worth it.
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Dylan Dog wrote: "Check out my topic on Advancements of Woord elves. It's pretty recent. I am curious about your thoughts on my team."
Well, i played we in the last 10 years (and only 2 leagues with orcs and 1 league with chaos", so i think your team is very good but can improve easily. in this manner:
thrower: needs block, because you need his work his contribute in defence.
lineman with ag5: you've to give him pass block, absolutely. and in defence you've to put him forward with another (or 2) catcher with pass block. then the other teams will be destroyed by lots of turnovers...
catcher: when one of your catchers will take a double, you've to give him dauntless. another way to get turnovers...
you've to think that your we can do everything they want when they attack, but the defence is more important. you've to intercept and blitz the ball before the cage is formed. so pass block, dauntless and high movement are fondamental.
you'll see dwarves loose the next league, i'm sure
Well, i played we in the last 10 years (and only 2 leagues with orcs and 1 league with chaos", so i think your team is very good but can improve easily. in this manner:
thrower: needs block, because you need his work his contribute in defence.
lineman with ag5: you've to give him pass block, absolutely. and in defence you've to put him forward with another (or 2) catcher with pass block. then the other teams will be destroyed by lots of turnovers...
catcher: when one of your catchers will take a double, you've to give him dauntless. another way to get turnovers...
you've to think that your we can do everything they want when they attack, but the defence is more important. you've to intercept and blitz the ball before the cage is formed. so pass block, dauntless and high movement are fondamental.
you'll see dwarves loose the next league, i'm sure
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