Discussion in 'League and Team Development Tactics' started by Nikolai II, Dec 10, 2016.
I think juggs too
Both my BC2 wardancers level'd.
Wardancer 1: 8/3/5/7, tackle sidestep. Rolled a double 5. I'm not tempted by +mov (see wd2). My doubt is between mighty blow (for redundandy) and sure hands (to make him a retriever, I have none in the team). Not a fan of Guard on wardancers.
Wardancer 2: 10/3/4/7, mighty blow. Rolled a simple. Options are frenzy (to use the reach) or sidestep (for one turn). Tackle seems less crucial atm given that Altdwarf is bashy. Sprint would be ballsy, maybe if I take sure hands on the other dancer. But it is still a skill that I would use only for one turn.
Interesting. I've never had a MA10 with sprint elf. Other skills would be used more, but having sprint does mean that even with 4 players left you still have a chance at a one turner. Having that one turn threat that does not require any leaps or pushes to even get into position really changes the meta of the game. Personally I would be very tempted.
I had a MA10 sprint pro elf catcher and he won me a lot of games.
How much Stand Firm is there at the moment.
I was in the top division of the OCC and over half the teams had 3 SF or SS players so the only way to 1 turn was move 13 squares.
It also meant bash teams weren't stalling until turn 8. A lot of them scored on turn 7 as they figured I had just as good a chance of scoring but they could get more hits in. Also they can do stuff to stop a 2 turn TD.
There is a lot of Stand Firm. I'd be tempted by Sprint too.
I would still take MV on the AG5 dancer. Your MV 10 dancer isn't immortal and will die eventually. Or he might just be KO'ed when you need that 1 turn TD. MV 9 AG 5 is awesome by itself, even aside from 1 turn TDs.
I do think tackle is important for mighty blow mans. At the moment your blitzer/killer can’t reliably hit blodge. That’s a big flaw.
As it’s you @Veggente85 I think I’d prefer SS on the other. You have to remember to save a rr for 1 turning otherwise all those gfis and 3+ dodges are bound to kill him
I think I'd go MB and Sprint. Also, I am extremely jealous.
What about sure feets instead than sprint? I get no natural one turner (until the next level ), but at least he become more reliable on one turn attempts and slightly faster.
Mighty blow on the other wardancer is tempting for redundancy, but atm I'm opting for sure hands. I mainly use him for pickups and ball carrying duties. And it improves one turn attempts.
He can't reliably hit blodge because there are any in Altdwarf. So much bash!
I still think you should fire him, getting a bit bloaty. But if not sure feet is good, just does not give you that natural 1 turn option (no 1's permitting of course!).
Sprint would force me to roll dices. And you all know how I am conservative about dice rolls.
What you would give to this man? Normal skill available.
PO if you don't mind being fouled.
Fend if you want to play safe.
Guard to make the rest of the team better.
Strip ball or frenzy to do everything on his own.
A clean death! Or Guard.
Juggernaut will help keep him safe too
Guard or jugger
Guard for the safe route, or Frenzy for the badass one!
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