Necromantic Werewolves Overview:
Like most of the players on this team the roles for each of them is pretty much defined as they all tend to do one thing better than any of their team mates. For a Werewolf on a Necromantic team this tends to be doing the blitzing. They have high movement so can get to targets, average enough strength so can usually get two block dice on the hits, average agility with access to agility skills which makes getting to their target possible as well. Werewolves also come with Frenzy so they can two shots at getting their target down, or sometimes even better off the sides of the pitch into the crowd!
They like any other player do have downsides though, they don’t start with Block which you probably want to get them asap as Frenzy can often force you into doing a one die block. Not having it also means you are open to attackers who do have it, the same goes with lacking the protection of Dodge. They have also lost the Catch skill which made moving the ball around quickly easily possible with an older Necromantic team. This has been traded instead for Regeneration which is a handy improvement as you could always opt to take Catch as a skill choice instead, but you now get increases life out of them.
They are expensive players though which can limit your choices in a starting team and also costly to replace if they die or you opt to retire them after an injury. Their last great benefit though is that they come with Claws which is great at penetrating armour. Unfortunately building on this ability through the selection of strength skills isn’t easily done as they don’t have normal access to them. There are a lot of skills that they would find handy from the strength abilities, though you may have to give those to your Wights instead and share some of the blitzing duties.
Thankfully after you gain a few skills on them, even if you don’t get any doubles they can still become very potent and annoying players. At this point they will be able to mark opponents easier and get in more blocks instead which may free up the Wights if they are better built to blitz a certain target.
Blitzing Necromantic Werewolf:
- Normal: Block, Dodge, Side Step / Tackle, Leap / Jump Up / Pro / Dauntless / Sure Feet
- Doubles: Guard / Mighty Blow, Piling On / Juggernaut
- Stat Increase: +ST +AG
First up I would take Block, normally I would say it doesn’t matter too much if you take Dodge first though if you are blitzing a lot with them, due to Frenzy I think Block is the more sensible choice here. Follow that up with Dodge, helping with protection and letting you get them to who you want to hit. After that if facing lots of Dodge opponents look to take Tackle (unless you have a lot on other players), otherwise I would go for Side Step. It will let you mark up players and leave opponents in their tackle zone for you to hit. High armoured teams aren’t going to like having this done to them! Side Step will also protect you from a lot of crowd push situations after you used Frenzy to do that to an opposing player.
You could give some consideration to Leap, though while not great with AG3 it can really open more crowd pushing options causing the opposing team to worry about the sidelines a lot more. You could aldo probably take Jump Up next, there can be a case against it as you still have five squares of movement after standing up. Sometimes though the extra blocks you can get from it make it great. There are plenty of other options though but they are all much the same and I would look at the whole team overall to make a decision, if you are stuck for advice then create a thread on the forum and post your whole team.
As I’ve mentioned already there are a lot of choices for doubles. The team benefits a lot from taking Guard though I would perhaps leave that for everyone else to take as you have so many great alternatives. Mighty Blow is going to help in getting players off the pitch and if you get a numerical advantage that can negate needing more Guard. It will combine well with Claw as well to making breaking armour against anyone fairly easy! After that you can go for Piling On to ramp up the killing potential of the player, it will also combine well with Jump Up if you already have that. If you don’t want to go down that route as it will mean leaving them open for fouls more often, then taking Juggernaut on one can also be useful. It can let you get that second Frenzy hit when you blitz those times you would otherwise have to stop, either from both down or the target having Fend. The ability to cancel out Wrestle is also well worth having on someone, though Wights can get this without a double.
For stat increases, I can’t see anyone passing up a strength one and will make an already good player into an even better one. Makes getting assists less of a problem and also Frenzy less dangerous to yourself. The opposing players are also going to have a harder time hitting them as well. Agility increases can also be fantastic, with their high movement they can not only blitz pretty much where they like but they also now become a much bigger scoring threat! I wouldn’t bother with taking movement as they are fast enough and there so many helpful skills they could select instead. I would always pass it up for the first couple of skills as well as you need to get those protection abilities as soon as you can. The same applies to an armour increase, sure you only have average armour anyway and will get picked on and fouled a lot, but Regeneration should keep them living a bit longer and the extra armour point won’t come into play as often as an extra skill usually will.
Necromantic Werewolf Summary:
Werewolves are probably the main reason you would play a Necromantic team over the Undead. Fast and deadly and can easily become your star players regardless of what you roll for their skill increases. Their high movement can also open up a surprising one turn touchdown option for you as well if you utilise pushbacks well. Having another one with Frenzy makes this easier and they have normal access to get Side Step which increases your chances further still. You can add Catch back in to help with this if you so wanted, Pro is a make do alternative though has a few other uses as well.
With them being such a big part of your team learn to strike with them well, using their high movement to run back to cover behind some team mates after hitting. This is another reason why Dodge comes in so useful as Frenzy can force you to follow up next to an opponent who can hit back. Frustrate the other coach enough using hit and run tactics with them and they may start to take their eye off the ball and look to get your Werewolves instead!