double 5 for new wardencer

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amadoris
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double 5 for new wardencer

Post by amadoris »

my new wardancer go up of level for the 1st time. I rolled a double five. i thought immediately to give him +1 Ma, but if there is some advice for a better choice...
:wink:

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Re: double 5 for new wardencer

Post by Cooper »

amadoris wrote:my new wardancer go up of level for the 1st time. I rolled a double five. i thought immediately to give him +1 Ma, but if there is some advice for a better choice...
:wink:
I am guessing people will say dauntless, though i don't think you need it.

i think i would go movement...though pro isn't that bad if you intend to leap a lot and don't have many RR. Frenzy is allways fun and good, but doesn't really fit the WE-style, nor the use for the Dancer in the team.

Otherwise simply forget what you rolled and go for stripball.
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Post by Gus »

do not, at any cost, forget what you rolled ^^

i would either go for mighty blow or +MA.

and i think, +MA is the way to go, even tho on doubles 5, it's always tempting not to use it. but the farthest your WD can go, the farthest you can put the opponent's ball carrier under pressure.

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Post by dendron »

1. I would go for leader! An wood elf team is mostly low with Rerolls.
2. Mighty Blow. To get some opponents off the pitch!

I would never choose jump up because of bad experience. I had a dragon warrior with a magic helmet and jump up. Since he gets the skill (in the 3rd edition it was a skill) he spent most games in the KO box or worse.

But it´s up to you. I hope I coud give a hint what to choose!

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Post by Gus »

dendron wrote:1. I would go for leader! An wood elf team is mostly low with Rerolls.
definitely no leader on a WD... he's already got a big target on his back, you want to add another one ? ^^
Leader can be good on a Linelf, but there are WAY more interesting skills to put on a key player in the WE team.

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Post by Sharky2k »

leader is not the skill you should choose. i would go for mb or guard. a leaping guarder is nice

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Post by sean newboy »

Mighty blow or mv.

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Post by neverdodge »

I would say dauntless if you re playing against team with strongest player (Orcs, Chaos Dwarves, Chaos..)

Nerves of steel could be a choice too, but better on catcher, still the NoS/Leap combo is awesome.

I would keep leader and guard for the linelves. So soon in the player developement Mighty blow doesn t appear as a good choice (personal opinion)

Mouvement is ok too.

So if you want a guy that hit stronger opp, get dauntless, for offensvie power pick nerves of steel, wanna be faster, take MV.

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Post by Dave »

do not take guard or leader on a positional, he's there for other things ..

either turn him into a hitter with MB or go for the long range with Ma+ .. you can even do the rookie one turner using his leap .. boy that's a threat

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Post by Orin »

I'd go for the + MA, Speed is the strenght of a WE team, so more is better!

It decreases the chances of your wardancer being out of range when some WoodElf magic goes horribly wrong.

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Post by Dave »

Orin speaks wisely for a change :wink:

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Post by Orin »

what do you mean "for a change"

I'm filled to the brink with BloodBowl Wisdom! 8)

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Post by amadoris »

a lot of wisdom... i'm not sure, now, between dauntless or simply stripball

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Post by Orin »

If that is the short list, take Dauntless. You don't need doubles for Strip Ball, and Dauntless is good for taken on all those Str 4 guys who can be very annoying.

I'd still go for the extra MA though.

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Post by Joemanji »

MV 9 isn't to be sniffed at. Guard or Dauntless are worthy alternatives though. :D

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