Doubles on a Rookie Wardancer?

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Jon93y
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Doubles on a Rookie Wardancer?

Post by Jon93y »

Sorry about the noob topic, but I did a search and could only really find LRB 4.0 answers...like dauntless...

Situation: Woody team after one game...thrower rolled +1 ST and wardancer rolled doubles. I'm not sure what to take since some skills changed to general... NOS? Guard? Mighty Blow?...even Leader perhaps (as I only have 2 rerolls).

I have two catchers and a thrower for scoring, so I'll probably develop the WD into a Linebacker/Halfback type...what's the best way to start?

I really wanted strip ball, but I can't waste the double roll... :x

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Post by Father911 »

Juggernaught. It combos great with stripball.

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Post by wesleytj »

don't give him leader, you only get 2wd's and you need to make every skill you take for them count for them, especially a doubles roll. give leader to a line elf.

as for what you DO give him...Juggernaut is an excellent idea. You might also consider Grab. If you use your Wardancer as a "cage buster" (where you jump into the middle and hit the ballcarrier), the ability to then take the ballcarrier OUT of the cage and put him next to elves and such can be fun. I haven't tried it yet, but it seems solid in theory.

If you just don't like either of those, you certainly can't go wrong with MightyBlow either. Wardancers throw more blocks than pretty much anybody else on your team, wouldn't it be nice to occasionally see one of your opponent's players leave the field, instead of it always being yours? :)

You have lots of good options.

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Post by Darkson »

If you want Leader, give it to a thrower.

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Post by JumpingElf »

Father911 wrote:Juggernaught. It combos great with stripball.
Yep ... totaly agreed! 8)

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Post by falconeyed »

Definately juggernaut. With strip ball, that ball is coming out on everything but skulls.

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Post by Jon93y »

Thanks for the replies...juggernaut seems to be the overwhelming suggestion so i'll take it...thanks gents.

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Post by DDogwood »

I would suggest that you take Piling On. It's not that useful for a Wardancer, but it will make it easier for your opponents to foul and kill him.






What?

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Post by DoubleSkulls »

Please Pile On so I can foul you for free!

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Post by Mad Jackal »

No. wrestle is better so that there is no chance of the opposing player being injured....
Let the dancer go prone with no re-rolling injury or armor.

-oh wait, what am Ithinking . wrestle would be acomplete waste of the doubles. Piling on it is then, you can take wrestle as your 1st regular skill roll. OK

THEN foul him.

All in good fun.
I love my WarDancers but hate any-one else's.. GO figure.

Juggernaut would be my skill of choice too I think.
Though a leaping Guard into the cage preceeding the 2nd Dancer leaping in would be an interesting concept......Better than two dice his choice?

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Post by Strider_fr »

Mad Jackal wrote: Though a leaping Guard into the cage preceeding the 2nd Dancer leaping in would be an interesting concept......Better than two dice his choice?
Both strategies end up in a turnover with the same frequency. However, your idea is better since it knocks the ball carrier down more often.

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Post by falconeyed »

Diving Tackle ... definately either Diving Tackle or Piling On.

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Post by Mad Jackal »

falconeyed wrote:Diving Tackle ... definately either Diving Tackle or Piling On.
Diving tackle is a waste of doubles, and wrestle is way better than diving tackle because you have more chances to go prone on both players turns..

So I'd say Piling on, wrestle, diving tackle in that order were we creating that type of monstrosity.

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Post by wesleytj »

boy this thread has gone to crap in a way i never imagined. :)

with that in mind, i suggest break tackle

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Post by Jon93y »

Hail Mary Pass it is!!!

:wink:

Stellar debate boys...

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