Wardancer advancement

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dwarfrunner
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Wardancer advancement

Post by dwarfrunner »

I am playing a Wood elf team in my current league and have two wardancers on the team. I trying to figure out how to skill them to make the most versatile on my team.

My team consists of:
2 WD (one with side step & jump-up, other with side step)
thrower w accurate
10 lineman (two with dodge, on with wrestle)

What should I give the first WD as a next skill? I was thinking fend, just to make him that much harder to contain in conjunction with side step. The other one I am going to give strip ball too, which I wish I had given to the first WD.

To better explain, my league is LARGELY based on bashy teams, which is why I am avoiding block and guard. I choose my blocks very carefully so I dont die. this is why I am hoping to develop wrestle with jump up, to drive my slower opponents crazy.

My league consists of 3 orc, 2 wood elf, 1 nurgle, 1 norse, 1 necro, 2 dark elf, 1 Gobbo, 1 Chaos Dwarf

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Post by Warpstone »

Strip Ball or Pro. In fact, put them together and you have a classical hit & run wardancer.

Fend is probably a more effective skill on ag3 players and a bit wasted on a WD as leap+dodge+4ag gives him a decent chance of escaping most markers.

If you can get a catcher, stick shadowing on him as you can then really try to make life hell for slow bashy teams on defence. At the very least, a basher will have to waste a few players guarding the ball when receiving a kick-off and ideally you'll be able to either get a TZ on the ball or mark his designated ball-grabber :wink:

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Post by clouds »

They don't need any upgrades, they're good enough! :lol:

I'd be scared to use wrestle on them... nice target to receive a well placed foul, and they'd be my target every time the skill would be used...

Fend + Sidestep is always good... Pro would be a good option depending on number of RR.

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Post by Gumbo »

I have faced a particularly nasty Frenzy WD that (because I have been forced down the sidelines because of his huge great tree in the middle, he has swiftly crowd pushed half my team only to then dodge back behind linemen. Interesting tactic and can be very effective.

Can leave you a bit open at times but if you play your safety moves first, its lethal.

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Post by Cramy »

Fend and Strip Ball would be good choices. Especially in our league (I play in the same league), as there aren't that many players with Sure Hands, yet. That may change if you start to give Strip Ball on your War Dancers though.

And for the catchers, when you get them, Block/Dauntless and Block/Shadowing turns them into pretty good safeties.

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Post by Kheldar »

I would give Strip Ball on both, or strip ball and tackle.

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Post by Da_Great_MC »

Frenzy all the way. Gives you a new option, and your opponents a new treath to consider.

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Post by dwarfrunner »

I tend to stay away from Frenzy, simply because there are alot of teams with ST4, and developing alot of block and guard. So being forced to follow up may leave me in a bad situation more often than not.

Fend will be used more for keeping opponents away from me, rather than helping me get away. If they can't follow up, that usually takes an assist away from another block.

Strip ball is a must, since Woodies do not usually knock people over. I should have given that to one before Jump up, but I was concentrating more on getting away.

Pro is helpful also, but dont get it initially to often.

Wrestle is only on linemans, more to have one of my opponents also down.

We shall see, I have to survive long enough to give them a skill, and in this league, that is a little difficult.

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Post by Urb »

Sidestep will go a long way to keeping those wd's alive. Good first choice there. Stripball will win games in this league. Tackle is the next skill on a wd.

I wouldn't count on pro. Just use a reroll and ensure you get to reroll the dice. That's unless you ran out. Still I wouldn't consider pro a optimal skill choice for a wd.

Wd's with jumpup and wrestle might not be the best of strategies. As you have seen a fallen wardancer is not likely going to get the chance to use his jumpup skill. I know I wouldn't turn down the chance to boot a fallen wd and it's not hard to break armour. I think you experienced that with the cd's.

From personal experience leap, strip, retrieve, score. All on the same turn if possible. Rinse and repeat.

Just why am giving advice to a team I want to pummel?

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dwarfrunner
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Post by dwarfrunner »

Urb wrote:Sidestep will go a long way to keeping those wd's alive. Good first choice there. Stripball will win games in this league. Tackle is the next skill on a wd.

I wouldn't count on pro. Just use a reroll and ensure you get to reroll the dice. That's unless you ran out. Still I wouldn't consider pro a optimal skill choice for a wd.

Wd's with jumpup and wrestle might not be the best of strategies. As you have seen a fallen wardancer is not likely going to get the chance to use his jumpup skill. I know I wouldn't turn down the chance to boot a fallen wd and it's not hard to break armour. I think you experienced that with the cd's.

From personal experience leap, strip, retrieve, score. All on the same turn if possible. Rinse and repeat.

Just why am giving advice to a team I want to pummel?
You are giving me advice because you want more elves of the field to pummel? You didnt get a chance last game to pummel the WD's since they were missing the game. Hence, the cakewalk you had over the rest of my team.

It may take a while to get my team back to full strength anyways. At the rate I am going, my journeyman will get more palying time than my real players.

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Post by Urb »

Damn. I knew he would see right through me.

Honestly though. Once you get apoth the whole leaping stripball makes it really hard for opponents without sure hands to keep the ball from you.

With thier mobility woodies are suprising good at knocking opponents over as well.

Once you get a few catchers I think your fortunes will change dramatically.

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dwarfrunner
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Post by dwarfrunner »

We shall see what happens. My linelfs are atleast get some SPP, so they are a little more useful.

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Post by Mad Jackal »

From personal experience leap, strip, retrieve, score. All on the same turn if possible. Rinse and repeat.
From personal experience leap, strip, retrieve, score. All on the same turn if possible. Rinse and repeat.
From personal experience leap, strip, retrieve, score. All on the same turn if possible. Rinse and repeat.


How many dedicated sure hands ball carriers are in this league? Only 3 of them (the orcs) actually have stock sure hands players in the Throwers.

Leap Block and Dodge all come standard on a WarDancer. Strip Ball is next. (in my opinion.)

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Post by Urb »

There are the 3 orcs, but the cd's gave one of their bc's sure hands as a first skill. With 2 woodies who both have stripball wd's I think a few more players will end up with the unrated skill. I know I will.

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Post by Mad Jackal »

Urb wrote:There are the 3 orcs, but the cd's gave one of their bc's sure hands as a first skill. With 2 woodies who both have stripball wd's I think a few more players will end up with the unrated skill. I know I will.
aye, and that is more skills like Mighty Blow or guard not taken..

And that is what the wrestlers and dirty player line elves are for isn't it ?

Taking the sure handed fellows out to allow the air strike stripping?

And as long as the strip ball gets results and is ahead of the sure hands choosing I say go for it. (I alway skill Strip Ball 1st or regret not taking it. Always.)

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