Double on a werewolf
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Double on a werewolf
I just rolled my werewolf's first skill. TRAIT.
I am unsure on what to select for him though.
There are the options of:
1) Jump Up
2) Dauntless (we have almost every team with a BG in our current league but we are doing that carry over and I don't know how many will continue to use this team. Also very risky)
3) Mighty Blow
That was what I was considering. This is his first skill.
The team currently looks like this (no its not the one I normally post)
5x~Zombies~No Skills
2x~Ghouls~Block on each
2x~Wights~Tackle on each
2x~Werewolves~One has block and the other rolled this double.
1x~Flesh Golem~No skills
I don't know what to take? Anyone want to help me?
I am unsure on what to select for him though.
There are the options of:
1) Jump Up
2) Dauntless (we have almost every team with a BG in our current league but we are doing that carry over and I don't know how many will continue to use this team. Also very risky)
3) Mighty Blow
That was what I was considering. This is his first skill.
The team currently looks like this (no its not the one I normally post)
5x~Zombies~No Skills
2x~Ghouls~Block on each
2x~Wights~Tackle on each
2x~Werewolves~One has block and the other rolled this double.
1x~Flesh Golem~No skills
I don't know what to take? Anyone want to help me?
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- Joemanji
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Stand firm to avoid being pushed off the pitch when you've frenzied yourself into danger.
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Leip

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Cheers
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Stunty Slam 17, November 8th 2026
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No need for NOS or stand firm even if it was legal.
Lets think for a second no offence intended to anyone.
Elves and guys that have difficulty hurting people use things like NOS they run up the field TZ's are put on 4 guys and then you throw the ball(i have no throwers remember) to a catcher with NOS easy pick up dodge away on a 2+ and score. With Necros we mostly hit, hit, and hit. I mean yea today I made a miraculas dodge into a TZ dodge out, run up 2 go for its short pass to a wight from a ghoul, catch it, ran 2 go for its for a TD. But how often does that ever happen in a game? Necros hit then the guy you had to dodge away from, or catch the ball in a TZ doesnt matter anymore b/c he is on his face.
Stand Firm would kinda be pointless (if legal even) Frenzy gets me on the sideline true but I usually have about 3 assists preventing him from going in, then after a few skills he sidesteps off of that place any way so it doesn't really matter much for that trait which I can't take any way.
Mighty blow is a good choice but can it stack with claws? Such as can he go +3 for AV break. Or +2 for AV and +1 for injury?
Lets think for a second no offence intended to anyone.
Elves and guys that have difficulty hurting people use things like NOS they run up the field TZ's are put on 4 guys and then you throw the ball(i have no throwers remember) to a catcher with NOS easy pick up dodge away on a 2+ and score. With Necros we mostly hit, hit, and hit. I mean yea today I made a miraculas dodge into a TZ dodge out, run up 2 go for its short pass to a wight from a ghoul, catch it, ran 2 go for its for a TD. But how often does that ever happen in a game? Necros hit then the guy you had to dodge away from, or catch the ball in a TZ doesnt matter anymore b/c he is on his face.
Stand Firm would kinda be pointless (if legal even) Frenzy gets me on the sideline true but I usually have about 3 assists preventing him from going in, then after a few skills he sidesteps off of that place any way so it doesn't really matter much for that trait which I can't take any way.
Mighty blow is a good choice but can it stack with claws? Such as can he go +3 for AV break. Or +2 for AV and +1 for injury?
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Jump Up will probably get a decent amount of use. They can't foul him every time, but they will try even more if you have Jump Up. You'll have to play safe or use him to draw away crowds of opponents until a foul kills him.
The regular skills are so useful, you might just want to ignore this roll.
The regular skills are so useful, you might just want to ignore this roll.
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- Joemanji
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Argh ... of course werewolves have AG access.I wrote:Side Step, without question. It gives him absolute freedom to roam the sidelines, looking for pushes into the crowd, without any fear of reprisal. That is what I would take, but Jump Up is pretty groovy too for a werewolf.


In that case I would be tempted by Jump Up ... it will get you more SPPs, as you'll get more blocks. Also, it is a powerful pyschological tool; who wants to stand next to a JU claw, frenzy wolf?


But as PH says, the best thing to do here might be to ignore the double. The one skill that will get you more SPP is plain old Block, and the skill that will help you survive is plain old Dodge. Boring but true.
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