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Werewolf fun doubles not.
Posted: Sun Apr 24, 2005 10:59 pm
by Bizzy
Remember that werewolf I mentioned that rolled a double for his first skill?
Guess what I played a Wood Elf team today. I was defeated 5-4. Yea wow what a game. But I did earn two skills.
The werewolf that rolled doubles (I took Jump up BTW) earned his second skill as well as a ghoul of mine earning his second skill.
Both players rolled a double 5 for skill.
So now I have a ghoul with Block, Dodge, and a double 5.
And a werewolf Jump Up, Catch, Claws, Frenzy double 5.
What should I give these two players? I need help
Posted: Mon Apr 25, 2005 12:12 am
by chunky04
Get the wolf MB.
Get the Ghoul Guard, have them act as a tag team, with the ghoul helping the wolf.
Posted: Mon Apr 25, 2005 9:05 am
by sean newboy
Give the wolf the move and the goul guard.
Posted: Mon Apr 25, 2005 4:04 pm
by Snorri
Yes, give the wolf 1 MA.
Posted: Mon Apr 25, 2005 4:11 pm
by Aksho
Well I can see 2 ways for your WW: Waste the Double and go for Tackle as an attacker, or I would prefer Dodge 2 keep him alive easier.
2nd way take the MA +1 and make him a Touchdown-Monster.
For the ghoul I would take the MA, because with MA 8 he can outrun the MA6 normal player quiet easy and he isn´t the typical player on the line with guard for me.
mfg Bernd
Posted: Mon Apr 25, 2005 4:50 pm
by Olsson
mighty blow, with mb claw combo not many of his wictims will survive. And if he also make a goal or two yuo'll soon upgrade him again.
Either that or ma+.
Posted: Mon Apr 25, 2005 4:54 pm
by Underdog
Id take the MA for both. You can never have too much speed on key ball moving players which these both are or could be.
Posted: Mon Apr 25, 2005 6:01 pm
by el sid
My experience as a Skaven coach is that extra movement on your speedy players makes them even better! You can't use special skills each turn, but an extra movement can come in handy each time you move your players.
I'd go for the extra move on both players.
Posted: Wed Apr 27, 2005 7:48 am
by harald
JumpUp is better than MB since it let's you hit a lot more often and ppl fear those claws. Though I would take the move. You can never have enough move and a Move 9 wolf is just horrible to defend against.
Posted: Wed Apr 27, 2005 8:55 am
by Joemanji
MV wins you games, take it on both.
Posted: Wed Apr 27, 2005 11:30 am
by Gus
harald wrote:JumpUp is better than MB since it let's you hit a lot more often and ppl fear those claws.
and they don't fear claw+MB ? a +1 to the injury is deadly. it's mini-RSC, the skill that is being nerfed in the vault because it's too much blood ^^
and i really don't understand how JU allows you to hit more: that would mean that you wouldn't use your wolf to blitz, and more important, that the opponent leaves your wolf on the ground, in contact with it, in a situation where you can safely use frenzy, and without fouling it to oblivion. wow, that doesn't happen that often when i play necros ^^
Posted: Wed Apr 27, 2005 1:57 pm
by Corlus
I would say move for both because a lot of movement can overcome mistakes. I'm not saying you make any, but it does help if you do.

Posted: Wed Apr 27, 2005 6:54 pm
by Dave
personally I allways go for the, for any, stat increases .. IMHO they make the team more personal than any combo of skills ever will ..
Posted: Wed Apr 27, 2005 7:52 pm
by Aksho
Jump Up also makes him think twice if he is moving a player to the WW to not let him move away, or move other players towards him to foul etc. JU also helps when going deep for a catch with the MA 8, so JU is even besser then MB 2 me because with the Claws you have already enough Injury rolls
mfg Bernd
Posted: Wed Apr 27, 2005 8:37 pm
by Bizzy
Well he is jumping up already.
I am hearing a lot of +1 MA.
The ghoul is becoming a MA8 ghoul I decided on that.
The wolf is I am not sure what.
Mighty Blow
Dauntless
+1MA
Those are my 3 choices not in that order.
He jumps up already and Gus Jump up isn't for the CAS ratio but if the guy blitzes in then runs its harder to catch him. Also that stand up is like ha I am on my feet now what?