Now that Pro is a trait...
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Now that Pro is a trait...
What would be your standard skill progression for a wight?
I think the first two skills (Tackle and Strip Ball) are a no-brainer, but what would you give them afterwards, assuming no doubles?
I think the first two skills (Tackle and Strip Ball) are a no-brainer, but what would you give them afterwards, assuming no doubles?
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No SPP are awarded for CAS on fouls. Only from blocks - unless your league has house rules to the contrary.Nosferatu_D wrote:...And with dirty player it's easy to get allot of spp.
Besides, Undead/Necros have 30k linemen that are practically built for fouling. Why risk losing your wight for the match?
Passblock and shadowing are definitely the way to go. Both can be incredibly annoying - even if they don't always work they're a a risk for your opponent and will change the way he or she plays.
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Passblock and tackle go nicely together if you are playing a "sweeper" type role.
Even sure hands might not be a waste, letting someone with a bit of muscle carry the ball for a while.
Kick tends to be more one to give a zombie in my opinion
Even sure hands might not be a waste, letting someone with a bit of muscle carry the ball for a while.
Kick tends to be more one to give a zombie in my opinion
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Sure Hands has worked very well for me in the past, taking it as the FIRST skill for Wights.
You can develop the Wights as Runners. They can sack the ball carrier AND pick the ball up.
And there are other benefits to this strategy. The Wights can then score more TDs, and are more likely to retain the SPPs over the long term than Ghouls (higher AV, Regen). The Ghouls are left free to take nasty skills (Block, Sidestep, Tackle etc.) and become awesome Blitzers. Plus I find the Wights too precious to leave in the scrum (leave that to the Mummies and Zombies).
On doubles you can take Dodge, followed perhaps by Accurate. AG or MA increases on a Wight with Sure Hands are very nice.
Hope this helps.
Cheers
You can develop the Wights as Runners. They can sack the ball carrier AND pick the ball up.
And there are other benefits to this strategy. The Wights can then score more TDs, and are more likely to retain the SPPs over the long term than Ghouls (higher AV, Regen). The Ghouls are left free to take nasty skills (Block, Sidestep, Tackle etc.) and become awesome Blitzers. Plus I find the Wights too precious to leave in the scrum (leave that to the Mummies and Zombies).
On doubles you can take Dodge, followed perhaps by Accurate. AG or MA increases on a Wight with Sure Hands are very nice.
Hope this helps.
Cheers
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