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Tactics Skill Allocation Advice VI

Discussion in 'League and Team Development Tactics' started by Nikolai II, Dec 10, 2016.

  1. Orielensis

    Orielensis Well-Known Member

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    I think juggs too
     
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  2. Veggente85

    Veggente85 Well-Known Member

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    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.
     
  3. Jav

    Jav Active Member

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    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.
     
  4. tys123

    tys123 Courier Staff

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    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.
     
  5. Ravers

    Ravers Well-Known Member

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    There is a lot of Stand Firm. I'd be tempted by Sprint too.
     
  6. Znarx

    Znarx Courier Staff

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    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.
     
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  7. Orielensis

    Orielensis Well-Known Member

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    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 :D
     
  8. Borke

    Borke Well-Known Member

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    I think I'd go MB and Sprint. Also, I am extremely jealous.
     
  9. Veggente85

    Veggente85 Well-Known Member

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    What about sure feets instead than sprint? I get no natural one turner (until the next level :D), 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.
     
  10. Veggente85

    Veggente85 Well-Known Member

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    He can't reliably hit blodge because there are any in Altdwarf. So much bash!
     
  11. Ravers

    Ravers Well-Known Member

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    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!).
     
  12. Veggente85

    Veggente85 Well-Known Member

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    Sprint would force me to roll dices. And you all know how I am conservative about dice rolls.
     
  13. Ilgoth

    Ilgoth Courier Staff

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    What you would give to this man? Normal skill available.

    [​IMG]
     
  14. Street

    Street Well-Known Member

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    Multiple block!
     
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  15. tys123

    tys123 Courier Staff

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    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.
     
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  16. Ravers

    Ravers Well-Known Member

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    A clean death! Or Guard.
     
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  17. TravelScrabble

    TravelScrabble Well-Known Member

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    Juggernaut will help keep him safe too
     
  18. Regor

    Regor Well-Known Member

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    Guard or jugger
     
  19. Sataric

    Sataric Well-Known Member

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    Guard for the safe route, or Frenzy for the badass one! :cool:
     
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