Skill for Wardancer

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Malthor
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Skill for Wardancer

Post by Malthor »

Tips anyone?

It is a newish team, with 2 Wardancers and 9 Line-elves. 2 Line Elves have Dodge, one has Block, and another has Guard.

One Team reroll.

Thanks for any advice you can give.

M

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Post by berserker »

In my previous teams (only 7games so far) my wardancers got respectively +1AG and +1MA (I would have loved +1ST...) so I didn't awrd them normal skill but I tought of strip ball as I often send them in last resort in the cage (leaping of course...) for a desperate block who tends to succeed (improbable plays tend to work but if you only need 1 GFI with reroll for your touchdown, be sure you'll suffer a turnover :pissed: )

Otherwise on double Nerves of Steel is nice as they tend to get some company when you put them in the opponent's field, this way they can catch the pass on 1+ then leap/dodge to go and score...

My 2 cents

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Post by berserker »

I forgot on a double Leader is really nice as the rerolls are quite expensive and you need the money for the players and apo.

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Post by NightDragon »

Shadowing is quite nice, but probably not as an early skill.

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Post by DoubleSkulls »

Strip Ball. If there is already lots of Sure Hands around then consider Tackle.

Side step is the best protective skill as it means they can't push you back for a 2nd hit.

Doubles - Dauntless (if there are strong ball carriers e.g Bull Centaurs) or Jump Up for improved mobility.

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Post by martynq »

I agree with Ian.

Strip Ball or Tackle on a normal skill; Dauntless on a double (though Jump Up is good if you do a lot of cage breaking).

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Post by wesleytj »

berserker wrote:I forgot on a double Leader is really nice as the rerolls are quite expensive and you need the money for the players and apo.
leader is a good skill for a lineelf. NOT for a wardancer.

give him tackle.

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Post by sean newboy »

Wesleytj i think the logic on giving leader to a wardancer is that he would be more likely to stay standing on the pitch than a line elf.

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Post by neverdodge »

I ll go the "standard" way too, giving him tacle or strip ball, depending on the team playing in your league.

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Post by neverdodge »

sean newboy wrote:Wesleytj i think the logic on giving leader to a wardancer is that he would be more likely to stay standing on the pitch than a line elf.
I wouldn t use a double on a wardancer to give him leader... I think there are more intersting choices

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Post by wesleytj »

sean newboy wrote:Wesleytj i think the logic on giving leader to a wardancer is that he would be more likely to stay standing on the pitch than a line elf.
who cares? he really only needs to be there for one turn (or two at most usually) to use the leader skill...just don't put him on the line...always use leader rr first. plus I think you don't have to have the player "STANDING" to use it, just on the field I think.

plus, wardancers have PLENTY of better ways to spend a doubles roll. With line elves, all they really want is guard. Giving leader to 1 of 10 guys is no problem, giving it to 1 of 2 of your most important and expensive guys makes them less useful on the field.

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Post by sean newboy »

Not necessarily, the 1st or 2nd turn your treeman mite not need the reroll from the leader, which is the advantage over the trr.

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Post by wesleytj »

sean newboy wrote:Not necessarily, the 1st or 2nd turn your treeman mite not need the reroll from the leader, which is the advantage over the trr.
well i for one don't save it very long. i know that's the only rr the tree can use, if you have one yet, but at the same time the tree is not that important to my overall strategy. I usually do his block last unless it's needed for something else (he's mostly just there to get in the way on the line). On a team with only 2 or 3 team rerolls, I'm going to use the leader rr the first chance I get.

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Post by StillGas »

Strip ball first. I just give that to one of my two WD. I play against a LOT of strength teams so tackle hasn't been that useful. I like sidestep to help keep them on the pitch (120k of player getting killed by the crowd is BAD news! :o )

Oh doubles I like mighty blow just to up my casulty rate (I feel deadly martial artists should be able to actually harm the opposition!)

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Post by Longshot »

Sure hands,Tacle, Strip ball

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