Werewolf fun doubles not.

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

Bizzy
Emerging Star
Emerging Star
Posts: 326
Joined: Wed Feb 09, 2005 9:43 pm

Werewolf fun doubles not.

Post by Bizzy »

Remember that werewolf I mentioned that rolled a double for his first skill?

Guess what I played a Wood Elf team today. I was defeated 5-4. Yea wow what a game. But I did earn two skills.

The werewolf that rolled doubles (I took Jump up BTW) earned his second skill as well as a ghoul of mine earning his second skill.

Both players rolled a double 5 for skill.

So now I have a ghoul with Block, Dodge, and a double 5.
And a werewolf Jump Up, Catch, Claws, Frenzy double 5.

What should I give these two players? I need help

Reason: ''
chunky04
Veteran
Veteran
Posts: 213
Joined: Fri Jul 02, 2004 7:27 am
Location: Wollongong, Australia
Contact:

Post by chunky04 »

Get the wolf MB.

Get the Ghoul Guard, have them act as a tag team, with the ghoul helping the wolf.

Reason: ''
sean newboy
Legend
Legend
Posts: 4805
Joined: Thu Jan 01, 1970 12:00 am
Location: West Palm Beach, florida
Contact:

Post by sean newboy »

Give the wolf the move and the goul guard.

Reason: ''
Hermit Monk of the RCN
Honourary Member of the NBA!
NAF Member #4329
Vault = putting in a 4 barrel Holley because the spark plugs need gapping.
Snorri
Star Player
Star Player
Posts: 597
Joined: Wed Mar 10, 2004 6:48 pm
Location: Netherlands

Post by Snorri »

Yes, give the wolf 1 MA.

Reason: ''
Aksho
Veteran
Veteran
Posts: 215
Joined: Mon Jun 14, 2004 9:22 am
Location: Vienna
Contact:

Post by Aksho »

Well I can see 2 ways for your WW: Waste the Double and go for Tackle as an attacker, or I would prefer Dodge 2 keep him alive easier.
2nd way take the MA +1 and make him a Touchdown-Monster.

For the ghoul I would take the MA, because with MA 8 he can outrun the MA6 normal player quiet easy and he isn´t the typical player on the line with guard for me.

mfg Bernd

Reason: ''
Your hand ist broken? Thats all??? Go back on the field!!!
Leage Champion 04
Leages: 4th - 05, 3rd - 06 and 07
2nd at Kaiserbowl I 2005
7th at singleplayerrating at Eurobowl 06
Olsson
Rookie
Rookie
Posts: 33
Joined: Fri Apr 15, 2005 1:32 am

Post by Olsson »

mighty blow, with mb claw combo not many of his wictims will survive. And if he also make a goal or two yuo'll soon upgrade him again.

Either that or ma+.

Reason: ''
[url=http://www.freewebs.com/nunsfromhell/nunnor.htm]humans[/url] - [url=http://www.freewebs.com/nunsfromhell/twisted%20beards%20ybbl.htm]chaos dwarfs[/url] - [url=http://www.dtek.chalmers.se/~d00patch/ybbl/]the league[/url]
User avatar
Underdog
Star Player
Star Player
Posts: 637
Joined: Sun Feb 15, 2004 6:24 pm
Location: London UK

Post by Underdog »

Id take the MA for both. You can never have too much speed on key ball moving players which these both are or could be.

Reason: ''
el sid
Veteran
Veteran
Posts: 185
Joined: Thu Jan 13, 2005 9:26 pm

Post by el sid »

My experience as a Skaven coach is that extra movement on your speedy players makes them even better! You can't use special skills each turn, but an extra movement can come in handy each time you move your players.

I'd go for the extra move on both players.

Reason: ''
harald
Veteran
Veteran
Posts: 222
Joined: Wed Dec 10, 2003 2:52 pm
Location: Uppsala, Sweden

Post by harald »

JumpUp is better than MB since it let's you hit a lot more often and ppl fear those claws. Though I would take the move. You can never have enough move and a Move 9 wolf is just horrible to defend against.

Reason: ''
User avatar
Joemanji
Power Gamer
Posts: 9508
Joined: Sat Jul 05, 2003 3:08 pm
Location: ECBBL, London, England

Post by Joemanji »

MV wins you games, take it on both.

Reason: ''
*This post may have been made without the use of a hat.
User avatar
Gus
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1272
Joined: Mon Feb 02, 2004 4:18 pm
Location: France

Post by Gus »

harald wrote:JumpUp is better than MB since it let's you hit a lot more often and ppl fear those claws.
and they don't fear claw+MB ? a +1 to the injury is deadly. it's mini-RSC, the skill that is being nerfed in the vault because it's too much blood ^^
and i really don't understand how JU allows you to hit more: that would mean that you wouldn't use your wolf to blitz, and more important, that the opponent leaves your wolf on the ground, in contact with it, in a situation where you can safely use frenzy, and without fouling it to oblivion. wow, that doesn't happen that often when i play necros ^^

Reason: ''
I do it for the pun of it !
Corlus
Veteran
Veteran
Posts: 187
Joined: Thu Aug 01, 2002 2:47 pm
Location: Cincinnati, Ohio USA

Post by Corlus »

I would say move for both because a lot of movement can overcome mistakes. I'm not saying you make any, but it does help if you do. 8)

Reason: ''
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/style7,Corlus.png[/img][/url]
User avatar
Dave
Info Ed
Posts: 8090
Joined: Sun Oct 20, 2002 8:19 am
Location: Riding my Cannondale

Post by Dave »

personally I allways go for the, for any, stat increases .. IMHO they make the team more personal than any combo of skills ever will ..

Reason: ''
Image
Aksho
Veteran
Veteran
Posts: 215
Joined: Mon Jun 14, 2004 9:22 am
Location: Vienna
Contact:

Post by Aksho »

Jump Up also makes him think twice if he is moving a player to the WW to not let him move away, or move other players towards him to foul etc. JU also helps when going deep for a catch with the MA 8, so JU is even besser then MB 2 me because with the Claws you have already enough Injury rolls ;)

mfg Bernd

Reason: ''
Your hand ist broken? Thats all??? Go back on the field!!!
Leage Champion 04
Leages: 4th - 05, 3rd - 06 and 07
2nd at Kaiserbowl I 2005
7th at singleplayerrating at Eurobowl 06
Bizzy
Emerging Star
Emerging Star
Posts: 326
Joined: Wed Feb 09, 2005 9:43 pm

Post by Bizzy »

Well he is jumping up already.


I am hearing a lot of +1 MA.

The ghoul is becoming a MA8 ghoul I decided on that.

The wolf is I am not sure what.

Mighty Blow
Dauntless
+1MA

Those are my 3 choices not in that order.

He jumps up already and Gus Jump up isn't for the CAS ratio but if the guy blitzes in then runs its harder to catch him. Also that stand up is like ha I am on my feet now what?

Reason: ''
Post Reply