Double 5 for Wight
- JarkkoH
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Double 5 for Wight
Hi all!
After a couple of games my Undead team looks like this:
2 Mummies (one with Block)
4 Wights (one with Tackle)
3 Ghouls (one with +MA, another one with +AG)
4 Zombies (one with Kick)
2 Skeletons (one with Block)
3 RR
10 FF
70k in Treasury
My second Wight got enough SPP's and I rolled double 5. +MA is nice, but I'm still tempted to take Guard as the league I'm playing is very hard hitting. So Guard could be more useful, but I'm not too sure though. And as I'm not experienced, I decided to ask here… What skill or trait would you take, or should it be +MA? Thanks for your help!
After a couple of games my Undead team looks like this:
2 Mummies (one with Block)
4 Wights (one with Tackle)
3 Ghouls (one with +MA, another one with +AG)
4 Zombies (one with Kick)
2 Skeletons (one with Block)
3 RR
10 FF
70k in Treasury
My second Wight got enough SPP's and I rolled double 5. +MA is nice, but I'm still tempted to take Guard as the league I'm playing is very hard hitting. So Guard could be more useful, but I'm not too sure though. And as I'm not experienced, I decided to ask here… What skill or trait would you take, or should it be +MA? Thanks for your help!
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Cheers,
J
J
- Yavatol
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Hi,
Move 6 or 7 is a huge difference, as it allows you to score in two turns with ease. However, you also have ghouls for this task. Taking Guard sounds like a safe option. It will allow you to break holes in the defence with more ease. Your mummies probably take a couple of other skills first (block, piling on) and you have no other players that have access to Strength skills.
But there are also options. Dodge will turn this Wight into a reliable ball carrier especially when followed up with Sure Hands or +AG or +ST if you are lucky.
Dauntless or Frenzy will give him an extra edge blockwise (although Frenzy is not a safe option if you are not very experienced)
Side step is a very good skill on the defence to hold the sidelines, mark receivers and ballcarriers. ANd there are more options still...
Move 6 or 7 is a huge difference, as it allows you to score in two turns with ease. However, you also have ghouls for this task. Taking Guard sounds like a safe option. It will allow you to break holes in the defence with more ease. Your mummies probably take a couple of other skills first (block, piling on) and you have no other players that have access to Strength skills.
But there are also options. Dodge will turn this Wight into a reliable ball carrier especially when followed up with Sure Hands or +AG or +ST if you are lucky.
Dauntless or Frenzy will give him an extra edge blockwise (although Frenzy is not a safe option if you are not very experienced)
Side step is a very good skill on the defence to hold the sidelines, mark receivers and ballcarriers. ANd there are more options still...
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Guard is probably the wisest choice. Frenzy however would also be very nice (allows you to open the sidelines and surprise some opponents perhaps)
R
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I vote for Dodge or Guard.
Out of all the choices you can make, these two stand out as the ones that will see the most use and thus will statistically benefit your team the most.
Out of all the choices you can make, these two stand out as the ones that will see the most use and thus will statistically benefit your team the most.
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- Lofwyr
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Guard or dodge.
I would take dodge because you have already 2 ST 5 players that can easily get Guard and knock down the opposing guarders.
With dodge you get a really good blitzer which you can move to that position on the pitch, where he´s really needed.
And with blodge he´s also a very good ballcarrier.
If you plan to use him as such (why have it always to be the ghouls, with AV 7 and without reg. they die too often), i recommend sure hands next.
Tobias
I would take dodge because you have already 2 ST 5 players that can easily get Guard and knock down the opposing guarders.
With dodge you get a really good blitzer which you can move to that position on the pitch, where he´s really needed.
And with blodge he´s also a very good ballcarrier.
If you plan to use him as such (why have it always to be the ghouls, with AV 7 and without reg. they die too often), i recommend sure hands next.
Tobias
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Guard is probably the #1 pick, though I could see a case for Dodge. Even Frenzy, Leader and Pass could be good picks, depending on how you run your offence and how you plan on devleoping players for the future.
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- ScottyBoneman
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I think the observation about how you are developing your team is a key one to chose between Guard and Dodge.Skummy wrote:Guard is probably the #1 pick, though I could see a case for Dodge. Even Frenzy, Leader and Pass could be good picks, depending on how you run your offence and how you plan on devleoping players for the future.
My system I take dodge because I usually field 2 Ghouls at a time and use the Wights more to pressure and move the ball. If you use the Wights as part of a cage, or the sides of the LoS then Guard is often more worthwhile.
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- JarkkoH
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Well, I have played about 10 games now, so I really don't know my playstyle yet ;)
I only use two Ghouls in a drive and build cage around one of them and the another can be used for distraction on the other side of the field with some assistance from one of the Wights. Other Wights are part of the cage or blitzing around it and tying up opposing players.
Ghouls have made most of my TD's, but I try to use Wights more and more for that too. I don't want to rely too much on those fragile Ghouls.
I usually place Wights on wide zones and use Mummies and Zombies on LOS. Too bad that my Mummies don't seem to break any armors any more. I haven't managed to make a single Casualty in two last games...
And I'm still torn between Guard and Dodge ;) Good arguments for both of those, thanks.
I only use two Ghouls in a drive and build cage around one of them and the another can be used for distraction on the other side of the field with some assistance from one of the Wights. Other Wights are part of the cage or blitzing around it and tying up opposing players.
Ghouls have made most of my TD's, but I try to use Wights more and more for that too. I don't want to rely too much on those fragile Ghouls.
I usually place Wights on wide zones and use Mummies and Zombies on LOS. Too bad that my Mummies don't seem to break any armors any more. I haven't managed to make a single Casualty in two last games...
And I'm still torn between Guard and Dodge ;) Good arguments for both of those, thanks.
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Cheers,
J
J
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- Loretta
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Take guard!
You can give block to a gouhl as a normal skill. Thus, you can easily get four block/dodge players with normal skill advances and don't need a wight therefor.
For guard however, you need doubles (or the mummies have to get further skills). And since you mentioned you play in a hard hitting league, guard should help you more getting assists where the mummies are out of reach at that time (even Zombies can hurt someone if they get the oppertunity).
Sputnik
You can give block to a gouhl as a normal skill. Thus, you can easily get four block/dodge players with normal skill advances and don't need a wight therefor.
For guard however, you need doubles (or the mummies have to get further skills). And since you mentioned you play in a hard hitting league, guard should help you more getting assists where the mummies are out of reach at that time (even Zombies can hurt someone if they get the oppertunity).

Sputnik
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