5 +5 on a ST4 Werewolf without Block
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5 +5 on a ST4 Werewolf without Block
My ST4 Wolf rolled a double 5 as his 2nd skill and I'm undecided on what to take.
I see the following possibilities:
1) Take the MV, a MV9 Wolf is scary
2) Ignore the double and take Block. A ST4 MV8 Block/Frenzy player is awesome
3) Jump Up
4) Mighty Blow and try to skill him up fast so he gets Block
All of the choices have some appeal for me, with 4) the least appealing choice.
My other Wolf is a Blodging Sidestepper with a Niggle.
Please keep in mind that we play rather short seasons and I seriously doubt it that the Wolf will get more than one further skill.
What are your suggestions?
I see the following possibilities:
1) Take the MV, a MV9 Wolf is scary
2) Ignore the double and take Block. A ST4 MV8 Block/Frenzy player is awesome
3) Jump Up
4) Mighty Blow and try to skill him up fast so he gets Block
All of the choices have some appeal for me, with 4) the least appealing choice.
My other Wolf is a Blodging Sidestepper with a Niggle.
Please keep in mind that we play rather short seasons and I seriously doubt it that the Wolf will get more than one further skill.
What are your suggestions?
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- TuernRedvenom
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I just think that without Block he will not survive long enough.
He does not have dodge so there will be situations where he will stand next to enemy players at the end of the turn. With the Wolf not having Block, as an opponent I would not hesitate to throw 1d or even -2d Blocks at him. And the Wolf will suffer.
So MB would make him a CAS machine but Block makes him more reliable. Reduce the chance of failure from 1/9 to 1/36 on a 2d Block. I could use him as a reliable sweeper to target enemy receivers. Without Block that is just too risky to do consistenly. Especially as a sweeper I want him to take down opponents reliably, with Block now and tackle as next skill.
Long term, Mighty Blow is definitely a good choice, but as I said, we have short seasons, so I need him to perform NOW, not 5 games in the future.
But I just hate to give up a double, that's why I'm asking...
He does not have dodge so there will be situations where he will stand next to enemy players at the end of the turn. With the Wolf not having Block, as an opponent I would not hesitate to throw 1d or even -2d Blocks at him. And the Wolf will suffer.
So MB would make him a CAS machine but Block makes him more reliable. Reduce the chance of failure from 1/9 to 1/36 on a 2d Block. I could use him as a reliable sweeper to target enemy receivers. Without Block that is just too risky to do consistenly. Especially as a sweeper I want him to take down opponents reliably, with Block now and tackle as next skill.
Long term, Mighty Blow is definitely a good choice, but as I said, we have short seasons, so I need him to perform NOW, not 5 games in the future.
But I just hate to give up a double, that's why I'm asking...
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- TuernRedvenom
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MB is not only a good idea on the long term, your wolf will become a cas machine. You just have to be a bit carefull how you use him (support, support, support is the key). And if people really want to throw half die blocks at him, then let them. Chances that they themselves go down are bigger then vica versa and then you also get +2/+1 to take the offender out.
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The fact that the season is short term is even more reson to take the mighty blow. If you take it you should be able to get the 15 SPP you need to go from skill 2 to skill 3 way quicker. (assuming this is his 2nd skil)
Then you have a Claw/Mb St4 wolf WITH Block. That is a lot better than what you will have if you just get block now.
Then you have a Claw/Mb St4 wolf WITH Block. That is a lot better than what you will have if you just get block now.
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My Bulls have the "Thin Skull" trait. After every block they make, roll a D6. On a 1+ they get ko-ed and stay in the ko-box for the rest of the game.
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I wouldn't call me lucky in skill rolls. In my whole dwarf team I have 2 +MV, all other skills are just normal skills.
With my Necromantics, it is only slightly better. The two +STR are the only good advances. All other advances are only skills, not even +MV. And my Blodging/Sure Hands Ghoul just died. So it was time I had a break
With my Necromantics, it is only slightly better. The two +STR are the only good advances. All other advances are only skills, not even +MV. And my Blodging/Sure Hands Ghoul just died. So it was time I had a break

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