Double 5 for werewolf

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berserker
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Post by berserker »

Vanadium wrote:How did your team start out anyway? Was it with two wolves? If you can list your starting line-up, I'd be grateful.
Sorry I missed it
2WW
1FG
2ghouls
7 zombies
3rr
8ff

I received a zombie in game 1, if I hadn't received it I think I would have bought one, this team is all about getting the numerical advantage and abuse it with the WW.
Bought a golem after game 2
Bought a wight after game 4

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Post by berserker »

Skummy wrote:Guards generally take a lot of abuse, so giving it to a 7 AG player would make me a little nervous. Accurate's the right call, IMO.

I know but he would be a huge help vs my next opponent and most dangerous contestant in the league for me, the ORCS featuring 4 BO (1 frenzy), 4bli (1 guard) and a troll (1thro w. block, 3 goblins :D ) but luckily only 2 rr.

I can focus on him for scoring so he gets block asap...

The accurate option is nice and was my first option but do I really need it?

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Post by Skummy »

berserker wrote:The accurate option is nice and was my first option but do I really need it?
You have the movement to threaten an easy 2 turn touchdown, so getting the skills to pull it off reliably certainly make sense to me. A 7 MA player with Accurate and Sure Hands is going to help you a lot on offence, even if your opponent has Kick.

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Post by Gus »

The Florist wrote:A 7 AG player doesn't really need accurate now does he?.
he does, when he wants to throw from TZs or beyond short pass.

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Post by The Florist »

Yeah, I know. Since we're talking doubles I'd rather give him NOS though.

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Post by Scipio_Publius »

I'll reiterate another reason to go Jump Up. The more games I see with these guys the more I see that the teams play to hurting the werewolves. They get blitzed and fouled quite a bit.

Jump Up gives them the option of out running their attackers or retaliating as you blitz a player into the frey to help and Jump Up and swat another down with the werewolf.

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Post by Scipio_Publius »

In fact i think my build would be

Block, Tackle, Dodge (Maybe Side Step instead?)
Doubles: Jump Up

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Post by berserker »

In the end I took guard and i'm really glad as he was a big help vs orcs...
I won 2-1 5-0 in cas thanks to him fielding1 goblin and 2 more as the only replacements :D

Second ww got a skill so he takes dodge, second skill for the ghoul with block, I'm between tackle, sure hands and strip ball here and a golem get his first skill probably guard before block...

And enough cash for the 2nd wight
Full roster with all the positional players after 5 games, how lucky!

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Post by berserker »

I finally played my 6th game and the ww got his third skill

8338 catch claw block mighty blow SKILL 33 spp

dodge would be a first pick but...

my next opp is HE with 3 to 5 dodgers, then rotters , amazons and orcs

I'll be qualified for the final as I am the comfortable leader of the league (i need 4 points in the last 4 games to be mathematically sure) and i'll probably meet the amazons again...

So I am seriously thinking of tackle as I don't have a tackler yet, a wight has 5 spp and should get tackle as 1st skill

what do you think?

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Post by DoubleSkulls »

Tackle is useful - I'd take it and worry about dodge later.

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Post by Skummy »

I agree. Your werewolf is more of a blitzer in any case. Those Lion Warriors are really going to be afraid of a frenzy player with their movement and strength who gets +2/+1 on them...

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Post by longfang »

BOSSY wrote:Maybe pilling on- for those times the dice just don't roll high enough.
:lol:

You need to chill out and stay off those pills

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berserker
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Post by berserker »

I took tackle as I first tought...

I won my game so I'll play the finals...
Before that 3 games to go, Rotters, amazons (most likely the other finalist) and orcs

A wight got tackle

So far
FG Guard 7spp
FG 2
WW block dodge 20
WW block mighty blow tackle 38
Ghoul block strip ball 16
ghoul guard 9
Wight tackle 6
Wight 3
2 Zombie Dirty Player 7-12
6 Zombies all 0 spp

12 FF
3 RR
120000 gps

Record is 5w-2d-0l, td 14-5, cas 21-2 :D

The only problem is that my tr is really high, the closest opp. is 25 points behind so they get at least a hr, most get 2, next buy will be the 4th rr but the gap is big.

Would you field the WW in those games? Maybe I won't field them vs orcs so I'm sure to have them for the final...

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"Light travels faster then sound."
Is this the reason why some people look bright until they start communicating ?
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Post by Skummy »

Not fielding them does sound like a good plan. Maybe you could only field them on offence, when you can control the pace of the drive for the first few turns. (Barring the blitz).

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Post by berserker »

Game 8 played and won (6w 2draws) but the emerging star werewolf died...

Actually it is okay as I had tr problems and enough cash to replace him (had 120k and got 90k), that's 20 rating points less. And the new has 2 games to get block for the final.

Unfortunately my next game is vs 'zons (likely the other finalist) and I would have been glad to use my block tackle claw mighty blow WW against the ladies as I want to hurt them as much as possible
On top of that my Flesh Golem with guard will miss the match...

Reason: ''
"Light travels faster then sound."
Is this the reason why some people look bright until they start communicating ?
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