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5 +5 on a ST4 Werewolf without Block

Posted: Thu Oct 06, 2005 8:56 am
by Mootaz
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?

Posted: Thu Oct 06, 2005 9:02 am
by TuernRedvenom
Personally I'd take MB to skill him up fast. I've got a regular ww with mb in tbb elite and he averages I think about 2 cas/game (and he's only STR 3), you should have no probs skilling him up fast.

Posted: Thu Oct 06, 2005 10:01 am
by Cloggy
I would go Mighty Blow.

Sure he'll be fouled to death in no time, but for as long as he lasts he can be a deciding factor in any game!

Posted: Thu Oct 06, 2005 10:11 am
by Mootaz
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...

Posted: Thu Oct 06, 2005 10:39 am
by TuernRedvenom
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.

Posted: Thu Oct 06, 2005 11:10 am
by Cloggy
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.

Posted: Thu Oct 06, 2005 12:00 pm
by DoubleSkulls
Mighty Blow. +2/+1 Frenzied S4 is a killer player. Just don't leave him vulnerable to blocks & fouls.

Posted: Thu Oct 06, 2005 12:20 pm
by kadu-c
I would take MB too.

Posted: Thu Oct 06, 2005 12:27 pm
by Mootaz
I am convinced. Mighty Blow it will be. He will be also one of these players where people rather get pushed out of bounds than opt to not use their dodge and fall down after the first block :wink:

Thx for the input, together with my S4 Ghoul he will bring fear to my opponents.

Posted: Thu Oct 06, 2005 2:13 pm
by Cloggy
With your luck in skill rolls I think the whole of TBB is afraid of you already. Any ST5 zombies on the team as well? :D

Posted: Thu Oct 06, 2005 2:18 pm
by Mootaz
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 :wink:

Posted: Thu Oct 06, 2005 2:44 pm
by Patriarch
ianwilliams wrote:Mighty Blow. +2/+1 Frenzied S4 is a killer player. Just don't leave him vulnerable to blocks & fouls.
Being new to BB... Where do the +2/+1 come from? What are you refering to? +1 from mighty blow, but +2?

Posted: Thu Oct 06, 2005 2:49 pm
by Cloggy
+2/+1 stands for +2 on armour roll with claw/+1 on injury roll with MB

Posted: Thu Oct 06, 2005 2:50 pm
by Mootaz
Cloggy wrote:+2/+1 stands for +2 on armour roll with claw/+1 on injury roll with MB
Or to make it more precise +2/+0 from Claws and +1/+1 from Mighty Blow. But as armor/injury modifiers do not stack, you just take the bigger one of each, so it is +2/+1.

Posted: Thu Oct 06, 2005 10:38 pm
by Coach Alex
Mighty blow and Claw can't be used at the same time? Well ... I'm happy my previous league haven't found out ... it allowed me to cas a lot of dwarfs with my SV hehe :P