Double on a cool WD
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Double on a cool WD
My WD has aside of Blodge and Leap +1 ST and Strip Ball. I rolled a double on his next advancement. What to take?
- Mighty Blow
- Pro
- Dauntless (I would say no, he is ST 4 and the other WD has Dauntless)
- Frenzy
- Jump Up
- Side Step (forfeiting the double)
- anything else?
- Mighty Blow
- Pro
- Dauntless (I would say no, he is ST 4 and the other WD has Dauntless)
- Frenzy
- Jump Up
- Side Step (forfeiting the double)
- anything else?
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Re: Double on a cool WD
- mighty blow is probably a good choice,Bifi wrote:My WD has aside of Blodge and Leap +1 ST and Strip Ball. I rolled a double on his next advancement. What to take?
- Mighty Blow
- Pro
- Dauntless (I would say no, he is ST 4 and the other WD has Dauntless)
- Frenzy
- Jump Up
- Side Step (forfeiting the double)
- anything else?
- pro...how many RR do you have? it is never a useless skill to have, but it doesn't add options.
- Dauntless...no way...how many ST-5 ballcarriers do you see? i see none really. I don';t think i even see that many ST4-ballcarriers. You don't need to put them on the ground, you just want the ball loose.
- Frenzy. My personal favorite. GREAT on a ST4 player. if you blitz/block the ballcarrier he won't put a TZ on the ball. apart from all the people you can push out without even needing help.
- JumpUp, i just don't like that skill. It is great on blocking players, but not on AG-players IMO.
- SideStep, good...but not worth throwing the double away
- anything else? i don't think so...you could develop him as a ballcarrier, with blodge and ST4 (choosing for DumpOff or something)...but i don't think Woodies need that.
- Guard is never a bad thing either, but not really useful with his being a blitzer, but it is compatible with his ST.
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MIghty Blow is ok. Frenzy too, but has some caveats. I define wardancers as precision tools to pop the ball loose. Frenzy is the exact opposite of "precision".
Jump up would be my absolute first choice. I know, there are some people, who say AV7 is too weak for jump up - 'crap' to them
It offers just so many options and often deals wuite an amount of surprise. this guy is even dangerous when being prone.
Jump up would be my absolute first choice. I know, there are some people, who say AV7 is too weak for jump up - 'crap' to them

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Pass - I advocated this tactic before, but I truly believe that he´ll be the best quarterback in the game... think about it... just leave him unguarded and use your usual bodyguards offensively... that is at least 1-2 linemen that´ll fill gaps and take the boot to your enemy...
and with the upgrades you have... Blodge, ST4, leap... strip ball is a bit unfortunate, but could come in handy should he lose the ball - by way of extreme bad luck...
With pass he will be a threat in every aspect of the game... The pass, the blitx and run, hand-off...
Anyway - just my two cents...
and with the upgrades you have... Blodge, ST4, leap... strip ball is a bit unfortunate, but could come in handy should he lose the ball - by way of extreme bad luck...
With pass he will be a threat in every aspect of the game... The pass, the blitx and run, hand-off...
Anyway - just my two cents...
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Thanks for the answers.
I definitely won't take Pass, since he's not allowed to Blitz to knock the ball loose & Pass in the same action. For recovering balls in the thick I have a +2 AG Leaping Lino. But thanks for the opinion, this one is interesting.
Now the debate narrows to Frenzy, MB, Pro and Jump Up. (I have 3 Re-rolls and a Leader, and if I'm lucky I have one or two to spare at the end of the half.)
Since he's not a player to be maiming and crippling, but for the mentioned precise interventions, I think Frenzy is a bit uncontrollable. MB isn't something that would very much help strategically, but Jump Up could (by increasing range and by helping him to make more Blocks).
Now there's a question - what would mean making more (or more successful) blocks - statistically (although it depends on the style of play)? MB (higher chance to inflict a CAS), Frenzy (higher percentage of successful blocks, although questionable), Pro (more successful blocks) or Jump Up (more blocks)?
I definitely won't take Pass, since he's not allowed to Blitz to knock the ball loose & Pass in the same action. For recovering balls in the thick I have a +2 AG Leaping Lino. But thanks for the opinion, this one is interesting.
Now the debate narrows to Frenzy, MB, Pro and Jump Up. (I have 3 Re-rolls and a Leader, and if I'm lucky I have one or two to spare at the end of the half.)
Since he's not a player to be maiming and crippling, but for the mentioned precise interventions, I think Frenzy is a bit uncontrollable. MB isn't something that would very much help strategically, but Jump Up could (by increasing range and by helping him to make more Blocks).
Now there's a question - what would mean making more (or more successful) blocks - statistically (although it depends on the style of play)? MB (higher chance to inflict a CAS), Frenzy (higher percentage of successful blocks, although questionable), Pro (more successful blocks) or Jump Up (more blocks)?
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The main advantage of Frenzy isn't the blocks per se, it's the possibility of a pushout. That's why an AG4, MA8, leap, ST4 player is absolutely perfect for it. No opponent can put players two steps from the sideline without very good protection.
It'd have been even better for a Sidestepper though, Strip Ball isn't really the skill for him. But you have a second WD who could get that?
I'm not very good with WE:s though, so don't listen too much at this
Micke
Frenzy-fan
It'd have been even better for a Sidestepper though, Strip Ball isn't really the skill for him. But you have a second WD who could get that?
I'm not very good with WE:s though, so don't listen too much at this

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the good thing about frenzy is, if there is a cage, jump him in and blitz him out of the cage. added bonus, if the ballcarrier hasn't got sure hands, you can always elect not to use the skill on the first block, but on the second, with the ball carrier dropping the ball away from the cage. Easy for one of your other players to pick it up and score.
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How about tackle? Surely this would make him capable of taking anyone down, and since he is ST4 and has stripball he seems an ideal candidate for this blitzing role. Jump up might not be so useful as you shouldnt expect to go on you back very often with a Blodge ST4 player. I like the sound of mighty blow as well to rack up a few extra cas marks.
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I don't see the Pro, not after they removed the RR on AV or Injury. It can be useful, but failed Leaps call for real RRs if you have any left.ianwilliams wrote:I'd probably take Jump Up (he is a basher within a WE team and the improved movement might be vital) or Pro (for those leaps/blocks).
Similarly with Block dice, it is useful there too but if its to prevent falling down not worth it. If its to hit ball carriers Tackle functions better with Strip Ball. It does waste the Doubles but taking a lesser skill does too.
Jump Up or Guard for me (for when you need to free the WD to make that blitz)
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Not too many WE teams have an abundance of RRs - so having the extra reroll can be crucial for making the blitz count. On top of which he can still use it on all his blocks anyway.ScottyBoneman wrote:I don't see the Pro, not after they removed the RR on AV or Injury. It can be useful, but failed Leaps call for real RRs if you have any left.
That said Pro isn't the strongest choice - but one that improves his reliability.
I wouldn't take Frenzy as it makes cage leaping a much more hazardous exercise (as you have to account for the 2nd block possibly being 1 or even 1/2 dice).
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I would take frenzy to push the ballcarier out of his cage. If there are not to many guards in the cage, you'll have at least one dice. With frenzy and strip ball it should not be the problem to get the ball of the opponents hands, or at least push him next to waiting players of yours for a final block.
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