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Tactics Skill allocation advice IV

Discussion in 'League and Team Development Tactics' started by Nikolai II, Apr 11, 2015.

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  1. tys123

    tys123 Courier Staff

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    I'd also go for BT but not use it very often.
    PO on a guard tail ST5 player would get used even less.
     
  2. St Cloud

    St Cloud Well-Known Member

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    Def between BT and Jugger.

    I might go Jugger just to be able to move the immovable objects and make blitzing safer.
     
  3. NieA7

    NieA7 Well-Known Member

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    BT now, juggs if he steals all the MVPs and levels again before you feel happy firing him.
     
  4. cjblackburn

    cjblackburn Well-Known Member

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    BT unless in a Stand Firm heavy environment. Don't use unless it's desperate but if you look like you might use it you can make your opponent play differently. I used BT Ogres to mark multiple players as my opponent would try and prevent the dodge by surrounding my Ogre who I would just leave standing there. Also stops the sideline cage.
     
  5. Jav

    Jav Active Member

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    Ya, I think BT as well. But again, I would only use it in an emergency where I had to have him moved. I hate having to roll a D6 twice just to find out if he's going to actually move, and if you fail the 2nd one it's likely a turnover! So I would tend to use it when a TO isn't any worse than doing nothing, but could be much better. When it does work getting that prehensile tail in the right place can stop a drive.
     
  6. Werebat

    Werebat Well-Known Member

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    So Gruechitter the Foul, Underworld Blitzer for Wyrmwood, levelled up to 6th last match and rolled something special. No, it wasn't a double for Jump Up as I had hoped. It was a 10, so the choice is between +1 MA, +1 AV, and the usual General, Strength, or Mutation skills.

    Gruechitter is already pretty amazing, with +1 STR, Mighty Blow, Claw, and Piling On.

    I'm not thinking he'd get a lot of use out of +1 MV, but +1 AV looks tempting as it would bring his AV from 8 to 9, and protect him from the inevitable fouls that happen to PO killers.

    On the other hand, both Tackle and Frenzy have their charm. Horns doesn't look necessary, although STR 5 blitzes certainly have their use at times.

    My other blitzer, the amazing Zeem Warpfire, has +1 STR, +1 AGI, Mighty Blow, Dodge, and Tackle -- so I already have a player specialized in killing low AV dodgy types. That makes me think Tackle is less needed on Gruechitter.

    Any advice?
     
  7. NieA7

    NieA7 Well-Known Member

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    Personally I'd have a tough time choosing between +MA, tackle and juggs. Given this will be his last skill for a while I'd probably look to build in some redundancy against the other blitzer dying and go for tackle. +AV is tempting but ideally he won't be piling on where there's a chance of a retaliatory foul in the first place, while tackle is a generally useful skill and will allow you to spread the pain against dodgy sides.
     
  8. TravelScrabble

    TravelScrabble Well-Known Member

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    I'd take frenzy, its a fantastic kill skill and since he's str 4... but it will shorten his life expectancy so if you're feeling conservative take juggs. AV definite;y not worth the TV, MA maybe though better on Zeem.
     
  9. lawastooshort

    lawastooshort Member

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    Wow, what a pair of blitzers! I think I'd take Tackle too and neither of the stats.
     
  10. Loucyber

    Loucyber Member

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    I run a training Woodelf Team in a perpetual league. So far I got

    Treeman
    Wardancer with MB and Tackle
    Wardancer with Strip Ball
    Catcher
    Lino with Guard
    3 Linos
    Catcher with +MV and Lvlup 55
    2RR, Apo
    80k Bankroll

    A: I was in doubt wether it was correct to take +MV as first Lvlup on the rookie Catcher - would it have been better to take Block first?

    B: What to do now with that Lvlup? MV is the very tempting choice, making him a One-Turner. But it makes him a huge target too. The team has to rely on journeyman for quite a few games, so there is no option to put him on the bench when defending. What would you choose in a serious league environment? (As I put up this team mainly to try to understand elvish thinking I need the advice - in the end I might still go with the MV10, just for the fun of it, though I doubt it will last for long).
     
  11. Jav

    Jav Active Member

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    A MA9 catcher is already a target. You're opponent is going to hit them whenever they can within reason. Another +MA may make them want to kill him more, but I doubt it will generate many new opportunities to do so. So it's really just between MA 10 and a protection skill, I wouldn't worry about an increased target. MA 10 is also good on defense.

    I haven't played a ton of WE, so I don't feel I know what's best for that team. I know I would never turn down a MA 10 gutter runner though :)
     
  12. tys123

    tys123 Courier Staff

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    I'd take the MA. When you are playing at high TV you regularly face teams with 3 SF or SS so you need MA10 and sprint to 1 turn unless you have grab or juggs.
     
  13. Nikolai II

    Nikolai II Super Moderator Moderator

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    My move 10 woodie catcher rolled 55 on the second skillup. I've never regretted taking move instead of guard. But yea, it's nicer those games I got 12+ players and can let 'em sit out a half. :p
     
  14. ManBearPig

    ManBearPig Well-Known Member

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    I have a fresh Wardancer on my team, and he just got his first level and rolls a 10. Do I take the movement or Armor, or neither? I am interested in the armor since my last WD who was a beast got replaced due injury, but I am not sure.
     
  15. tys123

    tys123 Courier Staff

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    I like MA on wardancers. Wouldn't bother with AV even on a lvl 5 or 6 dancer.
    If it was a double 5 then guard or MB are worth considering but MA over a normal skill for me.
     
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  16. ManBearPig

    ManBearPig Well-Known Member

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    I was thinking the MA could help cause more trouble on the pitch. So I think I will take it.
     
  17. Veggente85

    Veggente85 Well-Known Member

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    Hallo everybody!
    I have a nice Gutter with agi 5, wrestle and leap that leveled up. What do you suggest? I was thinking about dauntless (for some surprise 1 dice behind the lines). Other ideas? I already have an agi 4 wrestle leap dauntless strip ball btw.
     
  18. notafunhater

    notafunhater Well-Known Member

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    Movement, no hesitation whatsoever. Wardancers come right out of the box already dangerous. You can't get MV10 without getting MV9 first :)

    As Tys says, if it was a 5+5 roll, You could go MB or even Guard, but 6+4 is movement every time.
     
  19. notafunhater

    notafunhater Well-Known Member

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    How do you use that gunner? Dauntless would be good to have redundancy and allow for 1d instead of -2d blocks, tackle is good too and would be better than having 2 strip ballers.
     
  20. Veggente85

    Veggente85 Well-Known Member

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    Before the +1 he was on the road to become the second sacker. Now I use him as a supporter for the sacker (he's very good to give the assist on the ball carrier) and as the guy in contact with the ball carrier for a fast hand pass -> go to the TD if the situation become too hot. The other gutters are a blodge (I want a double on him for big hand, otherwise he will become an harazer with sidestep and diving tackle) and a wrestler without many ambitions :)
     
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