Double on a werewolf

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Bizzy
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Double on a werewolf

Post by Bizzy »

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?

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Joemanji
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Post by Joemanji »

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. :wink:

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Bizzy
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Post by Bizzy »

Um no offence but I take sidestep usually on skill 3 because he is able to get it on a normal skill roll and this is a double.

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Post by Leipziger »

Stand firm to avoid being pushed off the pitch when you've frenzied yourself into danger.

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Post by Mordredd »

Isn't stand firm a strength trait and therefore unavailable?

Dauntless is really tempting but I personally would prefer that on a Wight as I don't like the added risk that frenzy brings. Mighty blow is good for maximising those injuries. I think I'd go for that one myself.

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Post by Leipziger »

:oops: oh the shame :oops: :wink: yep, it is. What about NoS, so you use that fantastic ma 8 to receive in a tackle zone (s) without worrying about modifiers and you have the catch reroll, so you get 2 attempts -and then sprint for freedom!

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Bizzy
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Post by Bizzy »

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?

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Post by The Florist »

It won't stack on the AV roll, so you'd have to use it on injury. I'm sure there's something more useful though.

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Post by Bizzy »

Well thats the thing I don't know what would be more useful (Razor Sharp Claws would be but thats kinda a trait in physical...shit)

But really what would you all suggest then?

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Post by Pink Horror »

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.

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Bizzy
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Post by Bizzy »

I have 2 Necro teams right now. Either one can be played in the next league.

On one team the wolves have

Block, Dodge, Sidestep, Tackle, and one has Strip ball

I don't know anymore though. I want to try something new on him to make him more versatile. But skill will get him more SPP?

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Post by Joemanji »

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. :wink:
Argh ... of course werewolves have AG access. :oops: D'oh! :roll:

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? :o :wink:

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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Post by Bizzy »

Yea if this team was for full real then probably but its mostly for fun I think I might do jump up.

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Post by DoubleSkulls »

I took Dauntless on one at it was great. Even trolls go pop when he hit them :D

I reckon Mighty Blow (+1 to injury means 1/6 more opponent's off the pitch) is handy too.

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Bizzy
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Post by Bizzy »

So Ian what would you suggest more?

Mighty blow, or dauntless?

I think I'll make my other werewolf the TD maniac, and this one a blitzer from hell

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