third skill on a wardancer

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pelle
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third skill on a wardancer

Post by pelle »

Hi all,

One of my wardancers in my league team has gained a third skill, but I am not completely sure which one I should give him. He already has Sidestep and Strip Ball, and now he can take another normal skill. I am still in doubt which skill I should give. Right now I am thinking about Surehands, Surefeet or JumpUp.
From previous experiences I know that surehands ould come in handy in combination with strip ball, so that I could go for the ball after I have Blitzed it loose. But with JumpUp or Surefeet I would be able to scan a bigger part of the field.
I already have another wardancer who has Tackle, so I am not very keen on giving this one tackle as well.
What do you guys think I should give him?
My next two games are Dark Elves and a Humans.

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Post by Urb »

What rule set are you using? lrb4?

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Post by pelle »

We are using LRB4, but we have created some house rules. We do not make a difference between skills and traits (you don't have to roll a double to take frenzy for example).

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Post by DoubleSkulls »

Dauntless is good then. Otherwise tackle.

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Post by wesleytj »

if it doesn't require doubles, definitely go with dauntless. otherwise tackle, as ian has said.

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Post by Joemanji »

Dauntless (or Tackle).

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Post by Fronko »

Of course this also depends on the teams you are facing. If there are not many ST4 players in the league, Dauntless may be not so important. Tackle is also a good choice, but only if you are facing many agility/dodge teams.

I also like surefeet, it often gives you that extra bit of speed you need. Shadowing can be tempting, too. Combines well with sidestep+block+dodge, Though the other wardancer with tackle might profit even more from it.

It is both a blessing and a curse, that wardancers have access to so many good skills. It makes the choice very hard, yet again, having a choice is good. Am I making any sense? ;)

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Post by prisma »

shadowing or tackle.

tackle only if you face many ballcarriers with dodge.

otherwise shadowing.

block+dodge+sideste+shadowing on an MA8 player is a hell to play against. Move this player in a ballcarriers tacklezone and drive your opponent nuts.

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Post by Da_Great_MC »

Don't give him any advice !

He's probably facing me in the finals of the play-offs :evil:

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Post by pelle »

Scared already :wink:

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Post by mlindsay2706 »

good god without doubles dauntless all the way. this is a blodging dude able to take on anyone one then, with side step just cant be pushed out of the way and strip ball means he can take down even the hardest ball carrier :D

dauntless!

though to echo what has been said, go with tackle if there is a majority of agility teams rather than strength, though even so id still probably go for dauntless as it means you can take on th big guys in those Ag teams then

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Post by shagga »

Sure hands or dauntless. Dauntless for the reasons already stated. Sure hands because if he is your stripball blitzer then I'd expect he'll be picking up the pieces often too so a free reroll and defnese against strip being used back is always good. Is Nerves Of Steel an option for him as that could also be an idea.

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Post by Mad Jackal »

If you do not have enough dodgers in the league to support two tackle wardancers than I would say Dauntless. Going into the cage after st 4 ball carriers for a single dice block is way better than two dice his choice...

Or, you'll be able to take on big guys from the line.

Sure feet might be my 3rd choice. (I personally wonder how much is "too much tackle" when any team has dodge pieces.

Dauntless
Tackle
Sure Feet
Diving Tackle

would be my top 4 choices

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Post by kharnagex »

OMG, dauntless on a wardancer should be illegal.

Sure feet and/or sprint would help on offense too.

You do realize that he should be fouled into oblivion everytime he's on the pitch.

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Post by kithor2002 »

Frenzy for sure. :wink:

With sidestep he shouldn't be pushed out and he'll open the sidelines easy for your catchers.

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