Where to go with Werewolves
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Where to go with Werewolves
Once your werewolves have Block, Dodge, and Sidestep, do you just improvise?
Currently I have a pair with each of the above. One of them also has AG4, and the other has Mighty Blow. Obviously, those two advances will determine their future paths. I'm planning to take Tackle for the MB wolf, as I play in a league with a fair amount of dodge. The AG4 guy is a harder one to figure out. I'm considering Jump-Up, just to make sure he can always get to where he needs to be. Am I overlooking an obvious choice, though?
The rest of my team is, sadly, rather undeveloped. One wight with Tackle, a ghoul with Wrestle, other ghoul is MA8. Everyone but the aforementioned ghoul and a couple of zombie specialists have Block. Hoping to pick up Guard on all the golems and wights in the next couple of games.
Currently I have a pair with each of the above. One of them also has AG4, and the other has Mighty Blow. Obviously, those two advances will determine their future paths. I'm planning to take Tackle for the MB wolf, as I play in a league with a fair amount of dodge. The AG4 guy is a harder one to figure out. I'm considering Jump-Up, just to make sure he can always get to where he needs to be. Am I overlooking an obvious choice, though?
The rest of my team is, sadly, rather undeveloped. One wight with Tackle, a ghoul with Wrestle, other ghoul is MA8. Everyone but the aforementioned ghoul and a couple of zombie specialists have Block. Hoping to pick up Guard on all the golems and wights in the next couple of games.
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Re: Where to go with Werewolves
Many people speak highly of JumpUp, but I have yet to try it on WW.
Maybe boring, I favor Tackle.
To me, Tackle also got a defensive value: less standing opponent after a blitz mean less counter-block and less need to dodge away (clearly, the latter issue is a lesser concern with your Ag4/dodge).
If the rest of your team is undeveloped, opponents will focus (even more than usual) on the WW: every defensive skill may be useful. Maybe even the humble Fend (good combo with SideStep).
Usually I favor a more aggressive stance, but your WW are already exceedingly good: they will attract a lot of unwanted attention.
Maybe boring, I favor Tackle.
To me, Tackle also got a defensive value: less standing opponent after a blitz mean less counter-block and less need to dodge away (clearly, the latter issue is a lesser concern with your Ag4/dodge).
If the rest of your team is undeveloped, opponents will focus (even more than usual) on the WW: every defensive skill may be useful. Maybe even the humble Fend (good combo with SideStep).
Usually I favor a more aggressive stance, but your WW are already exceedingly good: they will attract a lot of unwanted attention.
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- Lunchab1es
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Re: Where to go with Werewolves
Fend adds a little protection. You could go strip ball to make a ball hunter, or dauntless so that you can reliably take down stronger opponents with some assists. I'm not sure I would take those before tackle though, especially since you mentioned being in a dodge heavy league.
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- Bert
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Re: Where to go with Werewolves
Might also want to consider diving tackle. Goes well with sidestep. Really depends on how you use them. Sounds like your doing all your scoring with them. Would definitely go tackle on the mighty blow one and maybe jump up on the agi one. Fend for the agi would also be good.
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Re: Where to go with Werewolves
Thanks for the tips.
I have done a fair amount of scoring with the AG4 wolf. Most of the SPPs on the other one have come from casualties, though. Also, HALF of the team's 16 MVPs have gone to them. I get the point, though, and am trying to develop my other players (I've had two wights die on me, that's why my current ones are so useless).
I have done a fair amount of scoring with the AG4 wolf. Most of the SPPs on the other one have come from casualties, though. Also, HALF of the team's 16 MVPs have gone to them. I get the point, though, and am trying to develop my other players (I've had two wights die on me, that's why my current ones are so useless).
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- Drool_bucket
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Re: Where to go with Werewolves
one Tackle, one Dauntless
That lets them do what they are supposed to do, hunt down other pieces on the other team before return to the safety of the Zombies, Flesh Golems and Wights. It opens up Blodgers, Stunties and STR 4 pieces to them.
Pray for Mighty Blow next.
That lets them do what they are supposed to do, hunt down other pieces on the other team before return to the safety of the Zombies, Flesh Golems and Wights. It opens up Blodgers, Stunties and STR 4 pieces to them.
Pray for Mighty Blow next.
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Re: Where to go with Werewolves
+1 for Dauntless on the MiB Wolf. Makes those 9-armor Black Orcs, Saurus and Chaos Warriors fear him! Not to mention Trolls, Ogres, etc. Lack of Strength is the Necro's main weakness - a Dauntless, MiB Wolf can go a long way in evening the odds before your Golems get Guard.
JU for the +AG wolf is good...but what about Leap?
JU for the +AG wolf is good...but what about Leap?
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- Bert
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Re: Where to go with Werewolves
+1 for leap, would steer WW back to a blitzing ballcarrier role. Better than guard on an assassin 

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Re: Where to go with Werewolves
But is it better than Break Tackle on a Snotling?Bert wrote:+1 for leap, would steer WW back to a blitzing ballcarrier role. Better than guard on an assassin
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- Bert
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Re: Where to go with Werewolves
Snotling still has dodge for that break tackle 

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Re: Where to go with Werewolves
Leap is the most busted skill for Ag4+... use it... your opponents surely would....
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Re: Where to go with Werewolves
Diving Tackle & Jump Up good shouts... not sure on Leap, you'll probably just get him killed. 

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- Bert
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Re: Where to go with Werewolves
With AV 7 that would be true. But with AV8 and regen, a leaping agi4 werewolf is a scary prospect to have to face. With frenzy/leap hes a nasty cage breaker. If your set up for it and got a reroll to back it up taking a push on the first block and banking on the second to be a knockdown makes it very good odds that your getting the ball in the same turn.
If your in range it has the potential to be a cage break and you scoring in the same turn. Stuff like this means a necro team is doing plays usually reserved for Woodelfs.
If your in range it has the potential to be a cage break and you scoring in the same turn. Stuff like this means a necro team is doing plays usually reserved for Woodelfs.
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- Corvidius
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Re: Where to go with Werewolves
Diving Tackle on Ag 4 guy, in tandem with Tackle on the other player it's great. Dauntless and Mighty Blow are both good for the Tackle guy but if the league is dodge heavy i'm guessing it's also low armoured and likely low strengthed so MB would work I think.
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Re: Where to go with Werewolves
Where to go with werewolves?
Well, if you come to San Diego, there's a lovely little dog park on the west side of the Cabrillo Bridge, just across the 163 freeway from the Museum of Man and the Old Globe, near the bocce-ball courts. I'd imagine there are similar places in most cities.
Well, if you come to San Diego, there's a lovely little dog park on the west side of the Cabrillo Bridge, just across the 163 freeway from the Museum of Man and the Old Globe, near the bocce-ball courts. I'd imagine there are similar places in most cities.
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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.
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.