Ag5 Necro Werewolf too much?
- Piousman
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Ag5 Necro Werewolf too much?
My Ag4 Necro Wolf just rolled another Ag+ as his second skill @19SPPs. Is AG5 too much for a WW?
The other WW also rolled AG+, so at a minimum I would have 2x AG4 WW, or 1AG5 and 1 AG4 WW.
The rest of the team is as follows
Werewolf AG+, Rolled a second AG+
Werewolf Block, Rolled AG+
Wight Guard
Wight Rookie
Golem Rookie
Golem Rookie
Ghoul Block, Sure Hands
Zombie Block
Zombie Kick
Zombie
Zombie
Zombie
3 TRRs
I could see the AG5 Wolf evolving with Dodge and Block next, maybe Leap to round it up. With AG5 and another AG4 piece I should get the change for a few completions, and with MV8 he might hog SPPs.
But with AG5 he can pick the ball in 2 TZs on a 3+, and that is pretty awsome. Any doubles will make me consider Passing Skills for developing a wicked Passing game.
- Piousman
The other WW also rolled AG+, so at a minimum I would have 2x AG4 WW, or 1AG5 and 1 AG4 WW.
The rest of the team is as follows
Werewolf AG+, Rolled a second AG+
Werewolf Block, Rolled AG+
Wight Guard
Wight Rookie
Golem Rookie
Golem Rookie
Ghoul Block, Sure Hands
Zombie Block
Zombie Kick
Zombie
Zombie
Zombie
3 TRRs
I could see the AG5 Wolf evolving with Dodge and Block next, maybe Leap to round it up. With AG5 and another AG4 piece I should get the change for a few completions, and with MV8 he might hog SPPs.
But with AG5 he can pick the ball in 2 TZs on a 3+, and that is pretty awsome. Any doubles will make me consider Passing Skills for developing a wicked Passing game.
- Piousman
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Re: Ag5 Necro Werewolf too much?
Any piece with AG5 is a terror. A werewolf with it is a nightmare
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Re: Ag5 Necro Werewolf too much?
You will get some diminishing returns from a 5 AG. But... it is totally awesome. I'd take it for bragging rights.
Besides, it will make your opponents so paranoid about loose balls and cage blitzes that they'll make crazy stupid moves.
Besides, it will make your opponents so paranoid about loose balls and cage blitzes that they'll make crazy stupid moves.
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- inkpwn
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Re: Ag5 Necro Werewolf too much?
Take it AG5 is awesome especcially on such a team defining, fast piece.
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- TuernRedvenom
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Re: Ag5 Necro Werewolf too much?
WW have AG access so can take leap on a normal roll. But you'd like at least Block first.
Short term it is very sub-optimal though. Long term, and I do mean looooong term he'll become awesome.
Short term it is very sub-optimal though. Long term, and I do mean looooong term he'll become awesome.
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- JaM
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Re: Ag5 Necro Werewolf too much?
I had one, but it didnt last very long.
But the one half it DID live, was totally awesome. And indeed, I took it for braggin rights. An AG5 WW has a load of possibilities later on, he's really a star in the making.
Do it !
But the one half it DID live, was totally awesome. And indeed, I took it for braggin rights. An AG5 WW has a load of possibilities later on, he's really a star in the making.
Do it !

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- Funksultan
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Re: Ag5 Necro Werewolf too much?
Ugh, I feel your pain. I'd probably wind up taking it, but I definitely wouldn't be overjoyed by it.
Necro isn't a human team... and by that, I mean, it's killers (the wolves) aren't like the killers on the human team (blitzers). Blitzers start with a good, fairly generic skill (block) so +2 AG makes him a scoring/catching machine, with the side benefit of being a much more mobile hitter.
Claws + Frenzy pretty much makes the wolves killers. Sure, people use them to score out of convenience, but they are built for hurting people. A lot.
+1 AG is great, for the 2+ catch, 2+ pickup, and the dodges. +2? It'll mean a whole lot less than the first.
Just for something fun, I'd probably take the 2nd AG, yank him out of the standard killer role, name him Vichael Mick, and play him as your thrower.... although now you have a thrower that decides to charge in and punish people after he's thrown the ball.
Necro isn't a human team... and by that, I mean, it's killers (the wolves) aren't like the killers on the human team (blitzers). Blitzers start with a good, fairly generic skill (block) so +2 AG makes him a scoring/catching machine, with the side benefit of being a much more mobile hitter.
Claws + Frenzy pretty much makes the wolves killers. Sure, people use them to score out of convenience, but they are built for hurting people. A lot.
+1 AG is great, for the 2+ catch, 2+ pickup, and the dodges. +2? It'll mean a whole lot less than the first.
Just for something fun, I'd probably take the 2nd AG, yank him out of the standard killer role, name him Vichael Mick, and play him as your thrower.... although now you have a thrower that decides to charge in and punish people after he's thrown the ball.

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Re: Ag5 Necro Werewolf too much?
I'd say take it too. In novelty it's a clear win, but if you can keep him alive to get blodge and leap he'll be an incredible terror, able to execute all sorts of crowd pushes that just would be realistic for other players, and generally being able to pull off crazy stuff.
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Re: Ag5 Necro Werewolf too much?
+1 to using him as a thrower. Not sure about the name, though.Funksultan wrote:Just for something fun, I'd probably take the 2nd AG, yank him out of the standard killer role, name him Vichael Mick, and play him as your thrower.... although now you have a thrower that decides to charge in and punish people after he's thrown the ball.

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- mattgslater
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Re: Ag5 Necro Werewolf too much?
Don't build him that way, of course, but you can throw with him or at him. Feel free to chuck to him if he can't get clear. Feel free to SP with him: an SP with MA8 to a Ghoul or Wight is basically a cross-the-field TD. Heck, in garbage time, he lets you QP with an MVP Zombie or Fleshie. 4+ pickup plus 4+ QP plus 2+ catch is 5/24 SPP/skills (<21%), way better than you're going to get on any rookie block (5/9 knockdown x 5/12 AV7 pen x 1/6 Cas x 2SPP = 25/324, <8% of an SPP, only 3.8% of a skill). 'Course, that's true with AG4 too.
I have no idea how you can pass up that glittering potential, especially in a perpetual format, or when you think you're going to at least get him one more improvement. If you're on your way into the playoffs and then retiring your team, I'm not so sure.
I have no idea how you can pass up that glittering potential, especially in a perpetual format, or when you think you're going to at least get him one more improvement. If you're on your way into the playoffs and then retiring your team, I'm not so sure.
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- Buggrit
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Re: Ag5 Necro Werewolf too much?
AG5 makes any player able to do stupid things with relative ease. I'd go leap and juggernut and make him a real surfing machine
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4 catchers and a thrower with hail mary pass, what could possibly go wrong?
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Re: Ag5 Necro Werewolf too much?
AG5 isnt too much, my vampire had AG6 and I still got returns for it (dodging into 2 zones at 2+, gazing in 1 zone at 2+ etc;)).
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- Piousman
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Re: Ag5 Necro Werewolf too much?
I went with both the AG5 and the AG4, and in he is a scoring machine. BEst choice I ever made.
A 2 TTD is quite easy now, with the other AG4 Wolf and the NoS Catch Ghoul, averaging 3-4 TDs every game, and still 1-2 CAS.
We went from 16SPP to 64SPP in the past 7 games, while the rest of the team has also slowly advanced.
I took Block and Leap for him next, and once he get his next level I am waffling between Pass Block and Dodge. If he ever got a Strength boost I would dance all day, since then I would be able to bust pretty much any cage.
Now the next challange:
The Wights did not roll any doubles, so they are currently stuck to a boring Guard-Tackle-MB-PO track. I would be interested in some ideas of alternative development that would complement the fast high-AG rest of the team.
Thank you,
Punk
A 2 TTD is quite easy now, with the other AG4 Wolf and the NoS Catch Ghoul, averaging 3-4 TDs every game, and still 1-2 CAS.
We went from 16SPP to 64SPP in the past 7 games, while the rest of the team has also slowly advanced.
I took Block and Leap for him next, and once he get his next level I am waffling between Pass Block and Dodge. If he ever got a Strength boost I would dance all day, since then I would be able to bust pretty much any cage.
Now the next challange:
The Wights did not roll any doubles, so they are currently stuck to a boring Guard-Tackle-MB-PO track. I would be interested in some ideas of alternative development that would complement the fast high-AG rest of the team.
Thank you,
Punk
Reason: ''