Wardancer throws a double 6...

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Which to choose

Mighty Blow
2
2%
+1 ST
79
98%
 
Total votes: 81

swilhelm73
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Re: Wardancer throws a double 6...

Post by swilhelm73 »

In that case the WD *will* die on a 1D skull rr skull block. :)

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greymurphy42
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Re: Wardancer throws a double 6...

Post by greymurphy42 »

A quote from Smurf's WE playbook
Stat up grades

ST: I’m going to go really against the grain here and say take the double,
remember the Parkour style; you can benefit the team with Guard rather than a
single player with a ST increase. Plus it keeps your Team Value down.

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Re: Wardancer throws a double 6...

Post by Smurf »

Well I want to hear the other side. Without turning down a stat boost out of hand. I have only once turned down a ST+1 in a tournee. But now I face this decision.

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Re: Wardancer throws a double 6...

Post by Joemanji »

A ST4 Wardancer is perhaps the greatest single Improvement in the game. It is reasonably easy to build a layered cage so that a leaping Wardancer would normally need a half dice block. If you add in Sure Hands then your run of the mill Wardancer is going to have a problem. ST4 guy negates that - it is much harder to build a cage with two assists unless you have lots and lots of Guard.

Even without leaping, the ability for a WE player to blitz without an assist is invaluable, as it keeps your players out of contact. This is especially true in a high ST league, where you might need two assists to blitz a Black Orc or Saurus - the tight formations of bash teams means it is unlikely there will be space for you to get two assists.

But even better than that, if you give him the ball on offence, who can take it from him? ST4, blodge, MA8 ... wowsers. That guy can get anywhere and has the option of either dodging away from contact or blitzing a marker off.

If you cannot see the clear value of a ST4 Wardancer then I might politely suggest you cease dispensing advice to others. :wink:

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Re: Wardancer throws a double 6...

Post by Rolex »

Smurf wrote:Well I want to hear the other side.
The other side is pretty short handed. You and....?!?
The + ST wardancer is the Fonzie of BB. Nuffle's favourite son.

Turning down such a gift will not go unpunished.

Only Wild Animal Big Guys and snotlings turn down +1 ST.

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TalonBay
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Wardancer throws a double 6...

Post by TalonBay »

He could forgoe it for wrestle, keeps the tv down and is useful vs all those blodgers out there. ;)

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Re: Wardancer throws a double 6...

Post by mattgslater »

Yeah. I even get the idea of Guarding up a Wood Elf Lino on boxcars (wouldn't do it myself, but it's not crazy). This is a 'Dancer. He's not a support piece: he's the one who gets supported. Having +ST on your Wardancer is almost like having a Guard lino who is always able to get into position but never gets to block or be blocked. It means your primary attacker needs no support: he can blitz an island and then get back into the formation without leaving an assist to get marked and maybe hurt by an irrelevant enemy. He can blitz with +ST in places where you'd never be able to get an assist, Guard or no. It's about the same level of brokenness as, or just slightly inferior to, having a twelfth man on the field.

You can say there are two or more sides to any discussion, especially when no one is objectively more correct than others. Arguing about empirical or logical truths is one thing, quibbling about the best way forward in a game of numerous conflicting variables is another. However, that doesn't make this one a fair competition.

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Re: Wardancer throws a double 6...

Post by Dr. Von Richten »

I think you should retire him. Doubles and +Str are both just a waste of TV on a Wardancer ... :P

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Re: Wardancer throws a double 6...

Post by dsavillian »

My question to you is:

If you could have both MB and +ST, would you take both?

If the answer is yes, take ST since you have a much better chance at rolling another double later than you do another +ST. And a +ST wardancer will probably score SPPs faster than a MB wardancer.

If the answer is no, flip a coin. Heads = +ST, Tails = MB. After you flip, if you find yourself questioning the oucome, take the opposite of what the result of the coin was.

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Re: Wardancer throws a double 6...

Post by Digger Goreman »

Beyond boasting... really....

What have you got to lose?

Dignity? Nah, you already play the ultra-cheesy fairies in tights... go for the title of:

:o SUPER ULTRA TIMMY MUNCHKIN KING POWER GAMER :o

Ya' know ya' wants it....

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Re: Wardancer throws a double 6...

Post by Smurf »

dsavillian wrote:My question to you is:

If you could have both MB and +ST, would you take both?

If the answer is yes, take ST since you have a much better chance at rolling another double later than you do another +ST. And a +ST wardancer will probably score SPPs faster than a MB wardancer.

If the answer is no, flip a coin. Heads = +ST, Tails = MB. After you flip, if you find yourself questioning the oucome, take the opposite of what the result of the coin was.

That's one of the ST problems, it becomes a SPP magnet.

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Re: Wardancer throws a double 6...

Post by Don__Vito »

Don__Vito wrote:Welcome to the most one sided poll in the history of TFF...
Only 32 to 0 so far, about as close as I called! :lol:

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Re: Wardancer throws a double 6...

Post by Sandwich »

Why no love for Thick Skull?
Smurf wrote:OK leap ST4 great, until thwack and he's killed himself. Also becomes a target, get the ST4 guy!
This is a wardancer... leaping will still be 3+ whatever you take, armour will still be 7 no matter what you take (though Thick Skull may keep them on the pitch :wink:), and THEY WILL STILL GET GANG-FOULED AS SOON AS THEY HIT THE FLOOR, no matter what you take.

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Re: Wardancer throws a double 6...

Post by Smurf »

Don__Vito wrote:
Don__Vito wrote:Welcome to the most one sided poll in the history of TFF...
Only 32 to 0 so far, about as close as I called! :lol:
Well I voted because I have not yet seen the poll. 36 votes so far.

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The Scrumpers (Wood Elf)
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Re: Wardancer throws a double 6...

Post by sann0638 »

Smurf wrote: That's one of the ST problems, it becomes a SPP magnet.
But this is how wood elves work - 4-5 uber-players plus dross!

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