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Wardancer
Posted: Thu Apr 29, 2004 8:53 am
by whitehawk
Managed a draw last night against skaven. My wardancer managed a double for new skill. He already has stripball and magic helmet the other wardancer already has side step. What skill would be the best use for a double? Maybe Frenzy?
Posted: Thu Apr 29, 2004 8:58 am
by slup
Jump up, frenzy or Mighty blow as you prefer.
Posted: Thu Apr 29, 2004 9:05 am
by DoubleSkulls
Or dauntless if you face a lot of S4 ball carriers (e.g. Bull Centaurs, Chaos Warriors). Frenzy I don't like as it makes cage breaking a bit riskier.
Otherwise Jump Up or Mighty Blow.
Are you playing 3rd ed? If so then take Stand Firm.
Posted: Thu Apr 29, 2004 9:53 am
by sean newboy
Dauntless or stand firm or mighty blow.
Posted: Thu Apr 29, 2004 9:54 am
by Wonder
I personnally prefer Mighty Blow on a wardancer double.
Just for the taste of being a little bashy in an AG/injury suffering team.
Dauntless might a better choice, anyway.
Pro might be a good option too, to re-roll leaps and 1-dice blocks.
W
Posted: Thu Apr 29, 2004 10:02 am
by whitehawk
Ian, we are playing the latest Lrb rules with errata, which if im correct does not let me take stand firm as that is a trait outside the catogories that my wardancer is allowed. What version would that be?
Is that correct? if so then its a toss up between dauntless and jump up?
Posted: Thu Apr 29, 2004 10:48 am
by Al the Trowel
I just took mighty blow for a WD that rolled a double this morning. Resoning is that my Wardancers are mostly used for hitting people, and if they can put them out of action that can only be a good thing.
Dauntless was my other consideration, but I'm playing a known fixture league, next up is Norse so it's not immediately necessary but MB could be really useful

Posted: Thu Apr 29, 2004 10:50 am
by The Florist
I think he asked because you said the player has a magic helmet. In the LRB stand firm is a strength trait and as such can only be picked by players with strength skill access. As they said, pick dauntless if there are a lot of st 4 ball carriers. Sure it helps to take out any st 4+ player, but you're not looking to match your wardancers with big guys on defence anyway, they're to go for the ball. On offence wood elves are not looking for a fight period. Unless you're playing halflings maybe. Then again, if you roll another double (big if!) leap, dauntless & multiblock makes for a good cagebreaker.
If you have enough rerolls NOS could be nice, you leap in with the other wd and strip the ball, this guy can throw it away. Of course, if he fails the pick-up both your wds are standing in the middle of the cage and you suffer a turnover. Could hurt. NOS and leap also makes for a near unstoppable reciever, but it's questionable if WE really need that.
The problem with jump up is it's only useful if the WD falls, in which case there's probably a dirty player there before you can stand him up. Fouling doesn't get better than on a WD.
Posted: Thu Apr 29, 2004 1:01 pm
by DoubleSkulls
whitehawk wrote:Ian, we are playing the latest Lrb rules with errata, which if im correct does not let me take stand firm as that is a trait outside the catogories that my wardancer is allowed. What version would that be?
Is that correct? if so then its a toss up between dauntless and jump up?
Like the Florist said - you said you had magic helmet, which is a card from 3rd ed and therefore not allowed under LRB.
If you are just using the cards on top of LRB then you can't take Stand Firm.
So its a toss up between JU and Dauntless IMO. Mighty Blow can work well too.
Posted: Thu Apr 29, 2004 1:23 pm
by TuernRedvenom
What about pro? Makes those leaps and half-die blocks more reliable.