Block or +1MV on WW?

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Skarsnikk
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Block or +1MV on WW?

Post by Skarsnikk »

Had my second game last night with my necromantic team and picked up a raft of skills, my second werewolf rolled a 10, no double, do I go for the extra MV, AV or just take Block and be safer on blocking?

Here's a list of other skills gained & team list:
Ghoul - Sure Hands 6spp
Ghoul - 0spp
Werewolf - Block 8spp
Werewolf - ????? 6spp
Wight - 0spp
Wight - 3spp
Flesh Golem - 2spp
Flesh Golem - +1ST 7spp
Zombie - 2spp
Zombie - 0spp
Zombie - 0spp
Zombie - 0spp
Zombie - 0spp

The second Ghoul is a new purchase and the fifth Zombie was raised in the first game.

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Post by JaM »

I'd take block.
Their movement is already fine if not great (espescially compared tot he rest of the team), the AV might be nice, but as a first skill I'd definatly would take block.
It would do him more good in the beginning, make him more reliable.


Just IMHO of course...

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Post by Fondu77 »

:-? Only an opinion but as WW is very blitz attractive armour 9 look quite usefull. in offence to give a bit more freedom and less protection and in defence cause he might stand on the picth

Also block may be the wiser thing to do.

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Post by TuernRedvenom »

If he already had a few skills I would have taken +AV. Seeing that it's his first skill I would take the MA. +MA on an already fast player is always huge, especially since he also has frenzy. He'll skill up fast enough to give him Block soon enough!

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Post by bjorn9486 »

I would say block as well. Maybe if he already had block and this was his 2nd skill, I would take the MV.

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Post by stormmaster1 »

Either choice is good.
Block is the best choice for the next game, but not for the long run, as you may not get another chance for +AV/MA.

+AV will extend his life and keep him on the pitch. Very useful for any player with a bullseye on his chest. It won't otherwise improe his impact on the pitch.

+MA will make him even more of a scoring threat and able to blitz (with Frenzy too) almost anywhere.Will make him a better player than +AV, but easiser for the opposition to remove.

I'd go for the stat increaseover block, as he will pick up block in the future. Then if you're going to play alot of games or face mostly bashy teams then the +AV, but probably i'd take MA.

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Post by Digger Goreman »

Having played this team for many years:

T A K E T H E A R M O R ! ! ! !

Werewolves are the prime target for blitzes, blocks, wrestles and (mostly) fouls.... My first team had two early +Av Weres, one of whom is @ 88spp (and the team hasn't played in over a year) because of Av9.... The other... well... when your opponent rolls "defender down" and then "11", "12", "6+8"... no amount of armor trumps that...!

Another wolfie of mine has 10Av.... He's a tough bada$$....

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Post by Cramy »

To me, it depends on the length of the league.

For a short league, take block.

For a long league, take the MA, he'll get Block soon enough.

I tend not to take AV, especially on a rookie player. Maybe as the last skill on an uber player, but for me, that's it. Go all out, live dangerously.

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Post by Skarsnikk »

The league season will run until christmas with two games a month allowed, so roughly 12 more games. Teams are allowed to enter following seasons if they wish, so I can keep this team indefinately.

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Post by Melipone »

I had this exact choice two games ago with my Necro team of about 4 games now. I took the +MV and haven't regretted it!

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Post by Fondu77 »

Skarsnikk wrote:The league season will run until christmas with two games a month allowed, so roughly 12 more games. Teams are allowed to enter following seasons if they wish, so I can keep this team indefinately.
ARMOUUR

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Post by Joemanji »

I'd take the MA. I had a MA9 human blitzer once, and he was immense. Plus this guy would give you a nice OTS option.

Even more so since you already have a Blocking werewolf, so you can use him in a turn where you don't have a reroll spare.

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Post by mattgslater »

Tough call.

AV: better longevity, better value on a corner piece who's a tempting blitz target. But you really want to get him to 31 to make him an optimal corner (8/3/3/9 Block, SS, Frenzy, Claw, Regen... how perfect is that?).

MA: An MA9 guy (even without Sprint or SS), a different Frenzy guy, a Grab FG, and an opposing line that isn't loaded on positioning skills = one-turn potential. But frankly, you can do it with MA8. You just need the Grab FG (Grab is a disturbingly good second skill on ST4/Stand Firm, after either Block or Guard). Even without him, you may be able to do it just with some good creativity, but I'm talking about a minimum of risks and actions. Maybe 5 2d blocks.

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Post by Johnny Blade »

I'd take AV.
I always target Werewolves when I play against Necro (Ghouls being out of reach quite often), and to fully use them, you have to put them in quite exposed positions sometimes.

Also, MA 8 is already plenty, especially for a team that has no actual Throwers.

And he'll get Block soon enough.

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Post by Andromidius »

I'd take +1MA.

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