Blodge Wight Doubles Again... what to give?
- Digger Goreman
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Blodge Wight Doubles Again... what to give?
Dead Freight is chuggin' along:
Skeleton 5 spp
Skeleton 2 spp
Zombies (x3) 0 spp
Zombie 7 spp Block
Ghoul 6 spp Block
Ghoul 11 spp Block
Ghoul 21 spp Block, Fend
Wight 0 spp
Wight 16 spp Dodge, (Non-stat Doubles)
Mummy 9 spp Block
Mummy 2 spp
Max Zeddoom scores again! What to give the wight for his doubles choice...? Feel free to justify the answer....
Thanks!
Skeleton 5 spp
Skeleton 2 spp
Zombies (x3) 0 spp
Zombie 7 spp Block
Ghoul 6 spp Block
Ghoul 11 spp Block
Ghoul 21 spp Block, Fend
Wight 0 spp
Wight 16 spp Dodge, (Non-stat Doubles)
Mummy 9 spp Block
Mummy 2 spp
Max Zeddoom scores again! What to give the wight for his doubles choice...? Feel free to justify the answer....
Thanks!
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Re: Blodge Wight Doubles Again... what to give?
I voted sidestep from the choices presented. Frenzy would be the next skill, then mighty blow. I would take Diving Tackle before I took Jump Up, and then that would lead to Tackle/Stand Firm at 31/51.
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- DoubleSkulls
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Re: Blodge Wight Doubles Again... what to give?
Some of this depends on what you want to do with the team and how much longer you expect to play them for.
Jump Up is good if you want a killer team you are going to play for a long time (MB and PO next).
Sidestep I'd not take because you can get Stand Firm without doubles.
HMP is a waste. Its very unreliable even if you've got ghouls with Diving catch.
Things you don't mention...
Diving Tackle - nice for Blodge especially if you get Stand Firm next
Leader - cheap reroll on a tougher player
Accurate or Pass - develop the throwing game with Strong Arm next.
Or just ignore the double and take Guard, Mighty Blow or Tackle.
Jump Up is good if you want a killer team you are going to play for a long time (MB and PO next).
Sidestep I'd not take because you can get Stand Firm without doubles.
HMP is a waste. Its very unreliable even if you've got ghouls with Diving catch.
Things you don't mention...
Diving Tackle - nice for Blodge especially if you get Stand Firm next
Leader - cheap reroll on a tougher player
Accurate or Pass - develop the throwing game with Strong Arm next.
Or just ignore the double and take Guard, Mighty Blow or Tackle.
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Ian 'Double Skulls' Williams
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Re: Blodge Wight Doubles Again... what to give?
I agree with Ian and would consider Accurate (probably followed by S-Hands, KoR). You have no Thrower as such, and having a Wight as the Thrower means he will retain skills and stay on the pitch.
Hope that helps.
Hope that helps.
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Smeborg the Fleshless
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Re: Blodge Wight Doubles Again... what to give?
Dodge is clearly nice on a wight.
Other than dodge most doubles are a waste. Guard, MB and Tackle are all much much better choices.
Other than dodge most doubles are a waste. Guard, MB and Tackle are all much much better choices.
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Re: Blodge Wight Doubles Again... what to give?
S-Step for me.
In a short league format, I can skip the double for Guard or MB.
I'm against HMP on such a team 'cause I rarely “lengthen up” the team along the field. In a medium-long format I think Accurate can do a better service.
In a short league format, I can skip the double for Guard or MB.
I'm against HMP on such a team 'cause I rarely “lengthen up” the team along the field. In a medium-long format I think Accurate can do a better service.
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Re: Blodge Wight Doubles Again... what to give?
I gave my dodging wight Leader on a necromantic team. It saves 40k of TV. However, I also had a Mighty Blow ghoul (now upgraded to MB+PO) so that affected the choice somewhat.
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- mattgslater
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Re: Blodge Wight Doubles Again... what to give?
I'm a fan of Side Step on Wights, because they are great mobile markers, cage-breakers, and coverage guys. Stand Firm is similar, but not as good, particularly for cage-breaking.
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- JaM
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Re: Blodge Wight Doubles Again... what to give?
pass or accurate...? something like that. then KoR perhaps, and/or sure hands.
If you want to use a ghoul for that, I'd go for sidestep.
If you want to use a ghoul for that, I'd go for sidestep.
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- garion
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Re: Blodge Wight Doubles Again... what to give?
Depends on what environement you are playing in. If you are playing in B or MM then go for Jump Up to make him a killer. If you are playing in a perpetual league Iwould probably go for either Side Step or Diving Tackle if there are elves in your league. If you are playing in a short league or tourney I would give him Guard and just ignore the double.
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- Ulthuan_Express
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Re: Blodge Wight Doubles Again... what to give?
Developing a Quarterback Wight is one of my dreams, so I'd be up for Pass. Otherwise I'd probably go Sidestep.
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- mattgslater's court jester
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Re: Blodge Wight Doubles Again... what to give?
Ignore it. Get on with crunching stuff. Tackle or Mighty Blow. Get him bashing stuff and develop the other Wight.
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- Drool_bucket
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Re: Blodge Wight Doubles Again... what to give?
Diving Tackle.
Werewolves Blitz, Golems hold the line, Zombies tie things up, Ghouls play safety, where does that leave Wights? Marking key pieces or setting up key tacklezones. Blodge, Tackle, Standfirm, Diving Tackle, horror show to many opposing players.
Werewolves Blitz, Golems hold the line, Zombies tie things up, Ghouls play safety, where does that leave Wights? Marking key pieces or setting up key tacklezones. Blodge, Tackle, Standfirm, Diving Tackle, horror show to many opposing players.
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- juck101
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Re: Blodge Wight Doubles Again... what to give?
Guard. Hes mobile and with sf and mb as skills on normals I think he is ubber brilliant.
However i dont play dead things very often: so pick skills that reflect HOW he actually got more spps than the rest of your team (ie tackle mb if he hits, surehands if hes a runner)
However i dont play dead things very often: so pick skills that reflect HOW he actually got more spps than the rest of your team (ie tackle mb if he hits, surehands if hes a runner)
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- Blammaham
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Re: Blodge Wight Doubles Again... what to give?
Pass or accurate. Adds another level to your Undeads!.S.
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