Doubles on Wardancer in Bashy League

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Jools
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Doubles on Wardancer in Bashy League

Post by Jools »

My two Wardancers picked up skills in my first game, one rolled a standard skill and the other rolled a double. I figured the standard skill should be strip ball, but what to get for the double? Bare in mind that all other teams in the league are bashy except one human team.

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Aliboon
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Post by Aliboon »

I'd have said MB, but if the other teams are bashy, guard might be a better choice.

Guard may well get down on the life expectancy of your wardancer though, but it should be more useful whilst he is still on-pitch.

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Post by Podfrey »

Guard, Guard and, just in case you think of anything else, perhaps Guard :lol:

On the other hand, Guard might be another useful option ;-)

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Post by pelle »

Or you could take Guard :wink:

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Post by Jools »

Ha ha, I'm finding your argument persuasive! So how do you think I should use my (now almost certainly) guard WD? I'm imagining on defense line elves clogging up the cage, using the mobile guard to try to punch a hole big enough for my strip ball WD to get a blitz on the ball carrier. On offence I'm not so sure. Put him at the front my cage? I have a just starting WE team with only one game played btw.

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Post by wesleytj »

I would actually suggest Juggernaut. Guard is a great wood elf skill, but it's one you give to Line Elves, not to Wardancers. I'd give him Juggernaut on this roll, and Frenzy on the next one. Watch how your opponent reacts to that - opens up the whole game for you. :)

But their theory with Guard is solid too. To answer your Q on how to use him if you went that way, it's something like this:

You tend to use your Strip Ball WD as a cage buster, yeah? Tend to make one die blocks against the ballcarrier by leaping in? Well, with one extra leap you could make two die blocks instead, by sending this guy in first on the other side.

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Post by Jools »

wesleytj wrote:You tend to use your Strip Ball WD as a cage buster, yeah? Tend to make one die blocks against the ballcarrier by leaping in? Well, with one extra leap you could make two die blocks instead, by sending this guy in first on the other side.
Sounds like I'd be needing a 3rd TRR!

Looking at my opponents, I'm guessing wrestle, fend and stand firm are going to be unlikely - would that still make it a good choice?

Also, any advice on using a WD guardster whilst on offence?

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Post by wesleytj »

Jools wrote: Sounds like I'd be needing a 3rd TRR!
Well, yes and no. You might need to reroll that leap now and then, but at the same time you're making a block with MUCH better odds, so you'd be rerolling that less. :)
Jools wrote: Looking at my opponents, I'm guessing wrestle, fend and stand firm are going to be unlikely - would that still make it a good choice?
Yes, with Frenzy, the thing that keeps the Frenzy from continuing most often is the "both down" result. Juggernaut lets you treat it as a pushback, so you can hit again and keep going. I have a witch elf in our league that has it, and she's a terror.
Jools wrote: Also, any advice on using a WD guardster whilst on offence?
Sure...your other WD will blitz open a hole for your guys to run through, he can go where he has to go to provide an assist. It's tough to get a whole lot more specific than that without knowing who you're playing against, their defensive setup, and so on.

By the way, if you do go that way (Guard I mean), I'd highly recommend Side Step for his 2nd skill - he becomes infinitely more annoying then. Plus it can help his survivability as well.

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Post by Master Wang »

Damn it! I miss one gaming day and BOTH your wardancers skill up! As I will be playing against them sometime soon, I strongly recommend you give the doubles guy ... goes to rulebook to look for most useless skill ... break tackle :wink:

More seriously, I like the sound of the juggernaut, then frenzy progression, if only because I was planning at least one of my orc blitzers to get something along those lines eventually. Although either of the ideas mentioned so far will be a pain in my green behind.

Anyway, congrats on what I'm assuming was at least a victory, if not two on Saturday. Looking forward to hearing more updates. And remember, *B*R*E*A*K*T*A*C*K*L*E*

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Post by El Hombre »

I'd recommend juggernaut over guard also;

since it's a bashy league; guard will tempt you into fighting back, and we all know you'll lose that anyway.

I have a juggernaut witch elf in my dark elf league team, and yes: she rocks :-).

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Post by PubBowler »

I'm not sure of the full list of teams in your league but I wouldn't dismiss Mighty Blow so quickly.

Most bash teams have vulnerable players to be targeted.

Most bash teams are badly effected by going players down.

I see Guard as being better on linos or catchers and Juggernaut as being so-so on a player who already starts with Block.

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Post by dwarfrunner »

I would agree with the MB. Guard is all fine and good, but the situation makes me nervous because you leap in both WD, knock the ball lose, hopefully retrieve it and get it far down field. The problem is now your team is far down field, and your two VERY imprtoant WD are both surrounded by the opposing team, leaving them multiple chances to beat the snot out of your guys.

Since WD are constantly running around finding people to hit and run away from, MB would help in injuring those people.

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Post by JumpingElf »

Mighty Blow! IMO you need the flexibility of the Wardancer for other action and not for standing around and helping Linemen :wink: .

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Post by mattgslater »

Lots of coaches don't know how cool Stand Firm really is, but if there are any in your league who catch on, it's just f***in' death to elves (and fairly good against bash). If this is the case, you would be well-served with a Juggernaut player. Otherwise, Guard. Then get Side Step next. But still, it's very hard to go wrong with Juggy.

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Post by stormmaster1 »

i'd go mighty blow. Juggernaught only if thinking of frenzy as otherwise less value for a wardancer.

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