Mighty Blow on a WD ?

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VoidSeer
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Mighty Blow on a WD ?

Post by VoidSeer »

I read the starting skill choices guideline and it does not consider MB has
a good skill for WDs. Is it such a bad choice ?

I was thinking on putting it on my WD since I use it to blitz all the time.

What do u guys think of it ?

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MickeX
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Post by MickeX »

I haven't played we myself so far, but I've played against them a lot and MB seems very reasonable. Especially since you often target soft ball carriers and the lone player trying to run the ball in almost by himself.

Since WE always has so many possible moves, it gets really difficult to defend against them if you miss a player.

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Post by Kheldar »

First thing on wardancer should be sidestep or strip ball, then tackle.

Sidestep cause the crowd is the only thing that can really hurt a wardancer (or tackle players). And he will be a pain in the ass for not getting out of the way, when marking players on defence.

Strip ball and tackle cause he'll be your cage breaker and the first block must hit and get the ball loose. So strip ball and tackle are necessary.

Later on you can take mighty blow, but I think there are better choices like diving tackle (perhaps not if opponent has a DP in range), shadowing and so on.

Mighty blow would be a double. And for double there are better choices Jump Up, NOS, Frenzy, even guard to watch over the catcher (Block, Dodge Sidestep, Guard real evil).

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Post by Longshot »

If you roll a double, take MB!

I have a WD strip ball, tacle, MB and he is my linebacker-blitzer on opponenet's catcher WD and so on. He does a lors of casualties!

MB is good !

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Post by DoubleSkulls »

Mighty Blow is a good choice on a double, but I think I'd be tempted by Jump Up, Dauntless or Guard.

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Post by Lofwyr »

On a double MB is one of the more badly choices.
I played yesterday against a Woodelf team with 2 WDs.
One of them had guard (and AG 5 :-) )
and the other tackle and strip ball ( and AG 5 too :-) )
I really had no chance against that team.
The ball is never safe, whereever you hide it.
The first WD jumps next to your ballcarrier and gives an assist for the second WD, who knocks the ball lose with a 2 dice block and tackle/strip ball.

So what I learned from this match is (appart from: give + AG to your WDs :-) ) give guard to them if you roll a double.

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Post by Yavatol »

So far I've never have rolled a double for my wardancers ever, although I have been blessed with an AG 5 wardancer no less than three times. So no real experience here. I think MB, Jump Up, NoS or Dump Off all are valid options, depending on your style of play / the rest of the team. But the thing with wardancers is that they really rock getting only normal skills: strip ball, side step, tackle, shadowing, diving tackle, you name it (oh these are almost all agility skills :roll: ).
Guard IMO is not very good. Not with AG 4 anyway. You do not want to take the extra risk with another 3+ leap when breaking the cage and you don't want to leave the wardancer next. Do not take Leader either. Its a good skill with the treeman but much better on a lino. This leaves Frenzy, which can be awesome but which can also be a waste of Strip Ball and is very hard to play. Pro is pretty good when you are using the new rules.

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Post by BadMrMojo »

Yavatol wrote:So far I've never have rolled a double for my wardancers ever, although I have been blessed with an AG 5 wardancer no less than three times...
I had a pretty silly WE team with more +AGs than you can shake a stick at (even inspired its own thread). They're pretty much decimated now ("rebuilding" is the polite term) but +AG WDs are indeed a blessing.

As far as Mighty Blow on a doubles, I'd say that you roll would be better used for Dauntless, Jump Up (not my particular favorite, but a lot of people swear by it) or NoS. Guard's a great choice as well with leap, but I'd personally rather give it to a lucky line elf than a WD.

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Post by Matsu »

The best choices seem to be MB, Dauntless, Jump Up, and Guard. The thing to remember is that as elves, you don't have any trouble scoring, so your focus needs to be on defense, specifically getting the ball. Without your wardancers, you have no way to break a cage. MB and Jump Up really don't help you break the cage, but both Dauntless and Guard can.

Of the two, I would say that Guard is the better choice because it lets you leap one WD into the cage to provide a guard assist giving you 2 dice (or at least not having to give up 2) when your other WD leaps in for the blitz. I definitely agree with Mojo that it's better on a Lineelf (remember, you're INTENTIONALLY putting this guy in the middle of a cage), but I'll take guard where I can get it.


You're not a bashy team and while MB might be fun, it probably won't win you many games.

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Post by gken1 »

i think i'd take dauntles...that way 1 assist and you get two dice.

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Post by Cooper »

Yavatol wrote: This leaves Frenzy, which can be awesome but which can also be a waste of Strip Ball and is very hard to play.
Even though Elves can pick up a ball in a tacklezone, i 'do think that frenzy works together with Stripball. Get that player away from the ball he just dropped.

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Post by Yavatol »

Oh yes, it works well enough that way, it is simply to risky to jump into a cage with frenzy

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Post by JJB »

I see that frenzy is a very smart way to keep one's WD out of trouble in a sense, although I remain a great supporter of dauntless - very useful for the coaches who give the ball to their strength 4 players, thinking they'll be safe from WDs.
As to guard, that's nice, but forces you to have TWO wardancers leaping into a cage instead of one, which not only doubles your risk of being turned over because of a failed leap into the cage, but also of having a wardancer injured as he just stands around surrounded by the opposing team's players who were making that cage.
- Yeah, one can reply that the risk of falling is very much lowered with ag 5, but unless the wardancer who get that double ALREADY has ag 5, it is too much expecting a miracle to expect that a WD of your choice (the guard one in that case) will the stat increase you want. -
Mightly blow is of course useful, but your WD will improve thanks to all the TDs he'll score anyway, so for the good of team (and the survival of your WDs), I think that dauntless remains the best choice.

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Post by Aequitas »

Both my my wardancers took Frenzy. :) Everyone thought I was mad, but I had extremely good results with them. Definitely makes things interesting, but I'm also a long time fan of Frenzy and swear by it. :wink:

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Post by VoidSeer »

JJB wrote:Mightly blow is of course useful, but your WD will improve thanks to all the TDs he'll score anyway, so for the good of team (and the survival of your WDs), I think that dauntless remains the best choice.
Well, I must be missing something, but I played 3 games with my team now, I have 48 SPP spread evenly on my 9 LE and my WD only has 3 (3 completed passes).

That's why seeing that it's my main blitzer I was considering MB.

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