Aww man... another doubles on a Werewolf?
- Baron Ollie
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Aww man... another doubles on a Werewolf?
Ok... I'll join the club. I have no idea what to do.
I have a Werewolf on his second skill. I rolled doubles for his first, and figured I would take Jump Up, because I love frenziers that fall down jumping up again. Problem is now he is on his second skill, and guess what? Snake Eyes! What do you do with a second doubles when all he really needs is block? Do I squander it for a generic skill everyone will have or do I go exotic and get something like Dauntless or Pro?
I have a Werewolf on his second skill. I rolled doubles for his first, and figured I would take Jump Up, because I love frenziers that fall down jumping up again. Problem is now he is on his second skill, and guess what? Snake Eyes! What do you do with a second doubles when all he really needs is block? Do I squander it for a generic skill everyone will have or do I go exotic and get something like Dauntless or Pro?
Reason: ''
bite. me. nuffle.
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- Baron Ollie
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Mighty Blow doesn't add to claw does it? Or would it be then +2/+1?
Reason: ''
bite. me. nuffle.
Apprentice Blasphemer & Lightning Rod
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Apprentice Blasphemer & Lightning Rod
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I'd say that the skill/trait you'd better take depends on:
1- the type of races your league has, i.e. agile, bashy (and thus likely to get rid of your WW quickly),
2- whether you play with the ageing rule (which means whether it is worth thinking in terms of the very long term development of your player or not...), and obviously
3- your own playing style.
In the worst of cases, i.e. in a bashy league with ageing, then I'd definitely ignore the double and simply go for block.
In the best case (agile opponents + no ageing), I'd be tempted by either dauntless (if you still have several st4+ opponents around), mighty blow or even piling on (nice since you already have jump-up, even more so since you can combine it with your claws to make it very very effective... although even if you play in an 'agile' league, he'll still be the most hated player and will get fouled off soone or later).
In-between? Dauntless I guess, in view of the increased chances of having st4+ players against you on the pitch.
My personal favourite will be piling on (yes, I do mean the NEW piling on), but it's due to my sadistic tendencies...
)
Obviously, it's all down to you playing style, i.e. what you like to make out of your WWs and your team as a whole (Oh, really? What a big surprise!....
).
What would be a waste IMO: pro - adds nothing 'special' to the player as such; guard - the WW is a hunter-killer, not a blocker like your flesh golems; nerves of steel - might seem tempting for some, but then with only ag3 and dodge coming only much later, once you've caught the ball, try getting out of that cage the opponent has made around your player (using frenzy is not that good when it's at 2db against you...))...
1- the type of races your league has, i.e. agile, bashy (and thus likely to get rid of your WW quickly),
2- whether you play with the ageing rule (which means whether it is worth thinking in terms of the very long term development of your player or not...), and obviously
3- your own playing style.
In the worst of cases, i.e. in a bashy league with ageing, then I'd definitely ignore the double and simply go for block.
In the best case (agile opponents + no ageing), I'd be tempted by either dauntless (if you still have several st4+ opponents around), mighty blow or even piling on (nice since you already have jump-up, even more so since you can combine it with your claws to make it very very effective... although even if you play in an 'agile' league, he'll still be the most hated player and will get fouled off soone or later).
In-between? Dauntless I guess, in view of the increased chances of having st4+ players against you on the pitch.
My personal favourite will be piling on (yes, I do mean the NEW piling on), but it's due to my sadistic tendencies...

Obviously, it's all down to you playing style, i.e. what you like to make out of your WWs and your team as a whole (Oh, really? What a big surprise!....

What would be a waste IMO: pro - adds nothing 'special' to the player as such; guard - the WW is a hunter-killer, not a blocker like your flesh golems; nerves of steel - might seem tempting for some, but then with only ag3 and dodge coming only much later, once you've caught the ball, try getting out of that cage the opponent has made around your player (using frenzy is not that good when it's at 2db against you...))...
Reason: ''
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I thought Werewolves had normal acces to Strenght Skills. No need to waste a double on a skill he can get anyway. What about Nerves of Steel!
You might have some trouble moving the ball away from the opponents once you caught it though.
You might have some trouble moving the ball away from the opponents once you caught it though.
Reason: ''
The truth of the BBRC 2004 finally hits home:
"What!? No more Dauntless Ogres!?"
"What!? No more Dauntless Ogres!?"