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ST 4 Wardancer Rolls 6+4

Posted: Thu Jun 09, 2011 3:30 pm
by Aliboon
Hello all, I'm in a quandry. League is perpetual and quite bashy. What do yous think?

Re: ST 4 Wardancer Rolls 6+4

Posted: Thu Jun 09, 2011 3:42 pm
by mattgslater
Voted "other", because I don't think you can go wrong, and I think you left Frenzy off the list. Force your opponent to cage properly, and to use a lot of Guard in the cage, which can make it hard to OSPT while retaining ball security.

No clue what I'd do. Probably Frenzy. Probably not a stat. I don't think it's important to protect WDs, or rather, protection should be done on the pitch rather than on the statline; if he dies, that's sad, but his replacement will be a fine player, I'm sure. Better to "protect" him by getting as much win value for him as possible as early as possible.

Re: ST 4 Wardancer Rolls 6+4

Posted: Thu Jun 09, 2011 3:57 pm
by Aliboon
What, not side-step :wink: But I suppose with frenzy I would have to go side-step next...

Didn't go for frenzy as I have 2 other ST4 guys. One has block too and will be getting frenzy next. I know some people swear by frenzy wardancers (especially ST4 ones), but I prefer to use them for surgical strikes and I have found the second block can get them into trouble.

Re: ST 4 Wardancer Rolls 6+4

Posted: Thu Jun 09, 2011 4:06 pm
by mattgslater
Aliboon wrote:What, not side-step
Side Step only works when you get hit. He's ST4, AV7, 190k and Blodge; he's hard to knock down and too valuable to expose. If he takes more than one or two blocks a game, you're doing it wrong. Don't get me wrong; it's on the track, but there's no urgency. It would be a different matter on a BOB or other ST4 piece, who can take a good smacking, and who can't just zip about wherever he wants to go.

Side Step is great on linos as a 2nd or 3rd skill. It's good on Dancers, too, but I'd wait on this guy. Maybe at 31. ST4/SS/Frenzy is a beast vs. cages.

Re: ST 4 Wardancer Rolls 6+4

Posted: Thu Jun 09, 2011 4:58 pm
by Urb
tough choices. For me the most tempting is the mv but if I stick to strategy I should leave that to the catchers. 8 mv is plenty on someone who has leap.

I guess stripball or tackle for me. Frenzy is great but WE are finess and frenzy is a bit wreckless and unpredictable at times. Probably tackle for a str4 guy.

Tough choices.

Re: ST 4 Wardancer Rolls 6+4

Posted: Thu Jun 09, 2011 5:32 pm
by solarflare
I would go with Frenzy. It means that the sidelines are never a safe place for your opponent. The mere threat of it is a game-changer.

Re: ST 4 Wardancer Rolls 6+4

Posted: Thu Jun 09, 2011 5:52 pm
by dines
Frenzy for me aswell, tried a ST4 witch elf and that was really good fun even without the leap.

Re: ST 4 Wardancer Rolls 6+4

Posted: Thu Jun 09, 2011 7:03 pm
by nick_nameless
I voted for movement. At 9MA, almost nowhere is safe.

Re: ST 4 Wardancer Rolls 6+4

Posted: Fri Jun 10, 2011 5:46 am
by dines
One extra plus for the MA is pretty good one turn possibilty together with a grab tree. Then you can save the blitz for the wardancer to get through the defence. Would be hell to defend against...

Re: ST 4 Wardancer Rolls 6+4

Posted: Fri Jun 10, 2011 12:42 pm
by Smurf
Max, Helmut, Nobbla, Flint, Hack... prepare the saws there is one Elf that has to go down!

Re: ST 4 Wardancer Rolls 6+4

Posted: Fri Jun 10, 2011 1:23 pm
by Da_Great_MC
Frenzy +1

Re: ST 4 Wardancer Rolls 6+4

Posted: Sat Jun 11, 2011 9:37 pm
by Aliboon
One extra plus for the MA is pretty good one turn possibilty together with a grab tree. Then you can save the blitz for the wardancer to get through the defence. Would be hell to defend against...
This confirmed my thinking for the +MA, tbh I was surprised more people didn't go for the + AV, but as mattslater said, he shouldn't be getting hit too often, and with luck, he wont.

And his name is Rohan Longstride so the fluff fits :smoking:

Thanks for your input all, the frenzy votes won't be wasted-at least one of my ST4 linos will get it.

Re: ST 4 Wardancer Rolls 6+4

Posted: Sun Jun 12, 2011 9:38 pm
by Smurf
Still think AV is good. Just that 1pt extra means a bit more leaping. If you go down you have to get a 9+ which is good.