Doubles Roll for a Witch Elf.

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Jural
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Doubles Roll for a Witch Elf.

Post by Jural »

Here's the team now (I posted it earlier.)

I'm 95% sure what I want to do with the Witch below, but I'm wondering what others think (since it's pretty clear I think differently from most!)

So, what skills for Witch 13 below? (I'm pretty sold on one choice out of Mighty Blow, Guard, Nerves of Steel, and Strip Ball- but I don't want to bias the crowd more than that.)

1- Thrower
2- Lineman- +1AG, Wrestle, Dodge
3- Lineman- Wrestle
4- Lineman- Wrestle, -2MA
5- Lineman- Dodge
6- Lineman- Guard
7- Lineman- NI
8- Lineman-
9- Blitzer- Dodge, Dauntless, Side Step
10- Blitzer- Dodge, Kick, Leap
11- Blitzer- Dodge, Dauntless, Leap
12- Blitzer- Dodge, Side Step
13- Witch Elf- Block, Side Step DOUBLES
14- Witch Elf- Block, +1MA, Side Step

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FischerKing
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Post by FischerKing »

I would take Mighty blow, then tackle for next increase, or Piling On if you get another double.

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stashman
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Post by stashman »

Juggernaut!!!!!!!!

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Post by DDogwood »

Juggernaut, unless nobody in your league ever uses Stand Firm, Wrestle, or Fend. In which case, go for Mighty Blow.

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fen
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Post by fen »

You've got no Mighty Blow Blitzers yet so MB on the Witch Elf seems the best choice.

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whitetiger
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Post by whitetiger »

either Mighty Blow or Guard, Jural, but I'd lean heavy on Mighty Blow.

Love the way your team is progressing.

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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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mattgslater
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Post by mattgslater »

Got problems with Stand Firm or Fend? If so, Juggernaut. If not, Mighty Blow.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
whitetiger
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Post by whitetiger »

Stand Firm on a Witch? Come on, Matt, you ever seen a Witch stand still?

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It's a Dark Elf world, we just let you live in it to provide fresh victims. - and I still want an Executioner to kill sauruses with.
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mattgslater
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Post by mattgslater »

Oops. Amphiboly alert. I meant: "got problems with opponents who use Stand Firm or Fend?"

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Post by SillySod »

Mighty Blow. Frenzy means that you're much more likely to use it so its best taken by the witchelves. I prefer guard on blitzers and linemen because they have higher armour and fit better into a passive role (are easier to position right).

Likewise I think stripball is a blitzer skill and tackle is a witchelf skill because stripball is much more useful for risky blocks which you dont want frenzy or av 7 for. Tackle is for the blocks where you have a few dice but want to make sure you bring the player down. hence it fits better with frenzy. As luck would have it tackle combines well with mighty blow too :)

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Jural
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Post by Jural »

Thanks for the advice! Juggernaut isn't an option, because Stand Firm, Wrestle, and Fend simply aren't prevalent in our league.

I think Mighty Blow and Strip Ball would be equally useful now, but as the team develops, another player can get Strip Ball, but I might not have another chance for Mighty Blow.

Thanks for the advice. I'll pick Break Tackle!

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Post by Andromidius »

Juggernaut has it's uses for crowdpushing Blockers as well. But it's best on a player that doesn't have basic General access (like Mummies, maybe).

~Andromidius

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stashman
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Post by stashman »

Juggernaut helps you if you wan't Strip Ball as next skill. And if you really wan't a second block.

You don't need a league full of fend, wrestle & stand firm to find use in Juggernaut.

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Post by PubBowler »

Nothing original here: Juggernaut or MB.

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Post by zephard »

Mighty Blow is quite quite fun on my DE team that has 2 of them. It really increases the SPPs earned.

But at the same time you already have 2 crowd pushing machines and Juggernaut helps with pushing that person off the field on that both down.

I still think I would choose the Mighty Blow, just really useful over all and your DE don’t get many chances to have it. Guard on a WE, might be a good option for team, but not for her 7 AV. You want the lady hitting not waiting to be hit.

The others ignores the doubles, and I don't see that as a good thing for her at this point in your teams career. Not a big fan of Strip Ball on the WE, really.

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