6+4 on Werewolf

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Valmar
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6+4 on Werewolf

Post by Valmar »

Hello guys.
I'm starting a necromantic team and after 4 games it's like this:

*Golem with Dodge
*Golem
*Ghoul
*Ghoul
*Werewolf
*Werewolf with Block and 6+4 just rolled
*Wight
*Wight
*Zombie with free skill (kick I think)
*Some rookie zombies
2RR

So the skill for the zombie I think will be kick.
The question is the werewolf, shall I take +AV for protection, or just take Dodge and ignore the 10? I think he doesn't need the extra movement.


The environment is not a TV matchmaking perpetual league. This is for friendly leagues with 12 players each, the team will be around for let's say 3-4 seasons maximum. This first season is just for development, so I don't need a lot of wins in these early games.

Thanks in advance

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Re: 6+4 on Werewolf

Post by Magictobe »

I would take extra movement. Movement 9, quicker for one-turner. More danger for opponent to be hit in the crowd by the frenzy. You can outrun everybody with the ball, ....

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Re: 6+4 on Werewolf

Post by Buggrit »

As the road safety adverts say... Speed Kills!

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Re: 6+4 on Werewolf

Post by Smeborg »

Valmar - I would take the +1MA. Another way of looking at it is in terms of mini/max. The Necros are one of the most mini/maxed teams (in terms of MA and cost, at least). To add +1MA to your fastest player is a way to further improve the mini/max.

All the best.

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Re: 6+4 on Werewolf

Post by Valmar »

Nice and fair reasoning, I think.
Wow, it looks like the mainly (and unanimous) advice here is to go for the extra speed.

So thanks all for your answers guys, my werewolf is soon moving 9 squares! At least until he dies :)

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Re: 6+4 on Werewolf

Post by TheDoc »

Take the +1MA movement can save you and can cause the opponent more problems than +1 AV

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Re: 6+4 on Werewolf

Post by dines »

If it was double 5, I would have taken mb, but now it's easy go for MA. I would probably have ignored the double on the golem though. They need block and guard more than dodge early imo.

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Re: 6+4 on Werewolf

Post by Valmar »

dines wrote:If it was double 5, I would have taken mb, but now it's easy go for MA. I would probably have ignored the double on the golem though. They need block and guard more than dodge early imo.
Yeah I agree but this first league is just for development and I have the luxury to not need skills just from the start, so thinking about the future, a Block-Dodge-Stand Firm is a good piece for road block I think. I would regret not taking the double I think later.
In other team I don't like dodge in "big guys", but specially in Necro with probably both werewolves and ghouls taken, the more the better in case the oponent doesn't have enough tackle pieces.

That was my reasoning, perhaps I'm wrong, ofc.

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Re: 6+4 on Werewolf

Post by dines »

Yeah if the next couple of games doesn't matter so much, I agree dodge is fine. They are just soo slow to skill up. :)

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Re: 6+4 on Werewolf

Post by Valmar »

Yeah, not only next 2 games, it will be I think more or less like 10 more games for friendly developing before the league starts.

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Re: 6+4 on Werewolf

Post by spubbbba »

MA9 is awesome on the Wolf as they are your team stars and most versatile players since they can fulfil the blitzer, ball carrier and even emergency receiver role.

I don’t think AV9 is worth it as wolves are likely to get fouled anyway and someone is bound to have a clawed player or 2. MA9 on the other hand is brilliant and makes him a real terror when it comes to chasing down the ball. Wolves tend to rack up the spp’s pretty quickly and die just as fast so he’ll get the 3rd skill or get killed soon enough anyway.

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Re: 6+4 on Werewolf

Post by Valmar »

yeah I think there is not debate. Nice reasoning again and you all convinced me as i said.
I think AV9 is better for survival ofc, and AV8 with frenzy and MV9 is a bit target and will die young.

But I agree with you all that it help my team more and at least until he dies, he is more likely to make my team better and help more in score TDs and in defense.

So it's done, I'm taking my +1MV.

Thanks all for the nice help-

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Re: 6+4 on Werewolf

Post by Digger Goreman »

I took a pair (eventually) of 6+4 on both my Weres and NEVAH! regretted having armor 10 critters of doom!

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Re: 6+4 on Werewolf

Post by Willi »

Funny, I took the MA twice on a wolf who also got +AG and never regretted to have someone running nearly anywhere and being able to dodge as well.
a MA 10 AG 4 wolf even with "only" AV 8 is a real pain for all opponents.

I do regret taking Dodge as a first skill on a Golem however. Until now it never really helped and they really don´t get new skills in time.

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Re: 6+4 on Werewolf

Post by Digger Goreman »

Yeah, what ARE the chances of rolling 10--10--11 on one character in it's "life" of Blood Bowl? I still like the sound of an AV10 Ag4 Werewolf too!

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