MA9 Wardancer
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MA9 Wardancer
Skilled my MA9 wardancer and just got a normal skill choice.
What to take?
Planning on catch (as a 5th catcher) or sure hands (a safe runner, never to be striped from the ball).
The other wardancer has tackle and strip ball.
Four catchers, one is wrestle, dauntless, 2 have nerves of steel (one dump-off) and the last is a lucky one-turner.
Advices please.
What to take?
Planning on catch (as a 5th catcher) or sure hands (a safe runner, never to be striped from the ball).
The other wardancer has tackle and strip ball.
Four catchers, one is wrestle, dauntless, 2 have nerves of steel (one dump-off) and the last is a lucky one-turner.
Advices please.
Reason: ''
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- mattgslater
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Side Step. Then Tackle, then Shadowing at 51.
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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I really don't know how Frenzy can be useful in a non-guard av7 wood elf team?
I didn't said this but: I play orcs, chaos, khemri, necro etc so I don't think I can handle a frenzy ST3 guy.
I took Sure Hands, playing him both safe (as a ballcarrier) and offensive (going over the line into opponents half trying to steal the ball or pick it up when I strip it with the other dancer.)
Thanks for your advices and maybe I get frenzy with the other guy (strip ball/tackle).
I didn't said this but: I play orcs, chaos, khemri, necro etc so I don't think I can handle a frenzy ST3 guy.
I took Sure Hands, playing him both safe (as a ballcarrier) and offensive (going over the line into opponents half trying to steal the ball or pick it up when I strip it with the other dancer.)
Thanks for your advices and maybe I get frenzy with the other guy (strip ball/tackle).
Reason: ''
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The ease of getting an assist free (catchers are an obvious one) and being within range of a MA9 wardancer makes the edges a very dangerous place for a ST3 guy.stashman wrote: I really don't know how Frenzy can be useful in a non-guard av7 wood elf team?
That's a lot of the pitch and a lot of players who have to worry about it.
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Think Witch Elf. I use frenzy on my witches all the time. It's a matter of thinking the turn out before you move a piece. A couple of preliminary blocks, move a couple of players to set up the witch and pow, there she goes.stashman wrote:I really don't know how Frenzy can be useful in a non-guard av7 wood elf team?
I didn't said this but: I play orcs, chaos, khemri, necro etc so I don't think I can handle a frenzy ST3 guy.
I took Sure Hands, playing him both safe (as a ballcarrier) and offensive (going over the line into opponents half trying to steal the ball or pick it up when I strip it with the other dancer.)
Thanks for your advices and maybe I get frenzy with the other guy (strip ball/tackle).
I really think side-step would have been more useful to him than sure hands. I have an 8 MA Darkie blitzer that I gave side-step to. Works out great for penetrating the opposition backfield and staying there.
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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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I would not have given sure hands. There are enough other ball carriers and the opponents will not have much strip ball.
Side step or frenzy.
Your question about frenzy. I play wood elves in a league. I make sure that catchers get block (to survive) and the side step (to make the chance for the frenzy wardancer to crowd push and stay on the pitch). When you have a lot of side step, you can get the game towards the side lines. Crowd pushing is an effective way to get the amount of opponents with AV 9 of the pitch. You get immediat injury rolls to hurt them and you outnumber them with your AG elfs.
I would go for side step (to survive better) but frenzy as a verry good second.
OK, before opponents in the league will react. All my catchers have blodge and side step but do not have a frenzy wardancer yet.
One wardancer with stripp ball, wrestle and tackle.
Other wardancer with Guard and side step (frenzy would be next skill but we are going to quarterfinal of play offs and need much SPP to get to frenzy)
I have given one of the blodge, side stepping catchers sure hands. When the wardancers have stripped the ball from the others, the sure hands catchers can get balls out of tackles zones without running away with my RR's.
Side step or frenzy.
Your question about frenzy. I play wood elves in a league. I make sure that catchers get block (to survive) and the side step (to make the chance for the frenzy wardancer to crowd push and stay on the pitch). When you have a lot of side step, you can get the game towards the side lines. Crowd pushing is an effective way to get the amount of opponents with AV 9 of the pitch. You get immediat injury rolls to hurt them and you outnumber them with your AG elfs.
I would go for side step (to survive better) but frenzy as a verry good second.
OK, before opponents in the league will react. All my catchers have blodge and side step but do not have a frenzy wardancer yet.
One wardancer with stripp ball, wrestle and tackle.
Other wardancer with Guard and side step (frenzy would be next skill but we are going to quarterfinal of play offs and need much SPP to get to frenzy)
I have given one of the blodge, side stepping catchers sure hands. When the wardancers have stripped the ball from the others, the sure hands catchers can get balls out of tackles zones without running away with my RR's.
Reason: ''
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Oh, yeah. A 4 ST elf with frenzy is beautiful. He can clear running lanes all by himself. I had a Darkie blitzer with that a couple of leagues ago. I hope for that everytime I throw dice for a skill.
Reason: ''
It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.