Werewolf fun doubles not.
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Werewolf fun doubles not.
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
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
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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
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
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Your hand ist broken? Thats all??? Go back on the field!!!
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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+.
Either that or ma+.
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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 ^^harald wrote:JumpUp is better than MB since it let's you hit a lot more often and ppl fear those claws.
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 ^^
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I do it for the pun of it !
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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

mfg Bernd
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Your hand ist broken? Thats all??? Go back on the field!!!
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Leages: 4th - 05, 3rd - 06 and 07
2nd at Kaiserbowl I 2005
7th at singleplayerrating at Eurobowl 06
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Leages: 4th - 05, 3rd - 06 and 07
2nd at Kaiserbowl I 2005
7th at singleplayerrating at Eurobowl 06
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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?
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?
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