Now that Pro is a trait...

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campaigner
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Now that Pro is a trait...

Post by campaigner »

What would be your standard skill progression for a wight?

I think the first two skills (Tackle and Strip Ball) are a no-brainer, but what would you give them afterwards, assuming no doubles?

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harald
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Post by harald »

Pass Block!

Shadowing despite the poor movement can prove useful.
Perhaps kick.

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Nosferatu_D
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Post by Nosferatu_D »

I don't know wy. By some strange reason i tend to play a little "dirty". So i would pick dirty player. It's weard and not that good. But i like to hurt people! And with dirty player it's easy to get allot of spp.

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BadMrMojo
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Post by BadMrMojo »

Nosferatu_D wrote:...And with dirty player it's easy to get allot of spp.
No SPP are awarded for CAS on fouls. Only from blocks - unless your league has house rules to the contrary.

Besides, Undead/Necros have 30k linemen that are practically built for fouling. Why risk losing your wight for the match?

Passblock and shadowing are definitely the way to go. Both can be incredibly annoying - even if they don't always work they're a a risk for your opponent and will change the way he or she plays.

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Post by duff »

Passblock and tackle go nicely together if you are playing a "sweeper" type role.

Even sure hands might not be a waste, letting someone with a bit of muscle carry the ball for a while.

Kick tends to be more one to give a zombie in my opinion

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Post by DoubleSkulls »

Pass Block & Shadowing. I'm almost tempted to leave Strip Ball to the ghouls.

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Post by leblanc13 »

Sure hands is a good choice. Especially on a player with strip ball. It allows you to pick up the ball easier after you rip it from your opponents grasp.

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Post by Xtreme »

Pass block

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Post by Smeborg »

Sure Hands has worked very well for me in the past, taking it as the FIRST skill for Wights.

You can develop the Wights as Runners. They can sack the ball carrier AND pick the ball up.

And there are other benefits to this strategy. The Wights can then score more TDs, and are more likely to retain the SPPs over the long term than Ghouls (higher AV, Regen). The Ghouls are left free to take nasty skills (Block, Sidestep, Tackle etc.) and become awesome Blitzers. Plus I find the Wights too precious to leave in the scrum (leave that to the Mummies and Zombies).

On doubles you can take Dodge, followed perhaps by Accurate. AG or MA increases on a Wight with Sure Hands are very nice.

Hope this helps.

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