Doubles for wardancer

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RDark

Doubles for wardancer

Post by RDark »

Hi

Doubles for wardancer's first advance, what skill/trait should I take? I've considered dauntless and mighty blow. It seems that people advice to take dauntless, why is that?

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Post by DoubleSkulls »

On defence the primary role of the War Dancer is to blitz the ball carrier, allowing the ball to pop loose. The normal method of doing this is to mark the players one one side of the cage (to negate assists) leap into the cage and perform a 1 die block.

Now what happens if a ST4 player has the ball in a cage? You try your normal tactic and get a 1/2 die block - that's ~1/3 chance you'll get a skull. So Dauntless means you've got a much better chance of getting the ball free from ST4 ball carriers (as you've only got 1/12 chance of failing the Dauntless).

The 2nd effect is on offense is to enable you to knock holes in the lines of ST4/5 players. Up against a Big Guy this will allow you to neutralise his most lethal asset with only 2 players being involved.

Dauntless is definately the skill to take. If you don't want Dauntless, IMO Guard is a better choice than MB. It means that you can leap/dodge the War Dancer into a tight position and give assists to your 2nd War Dancer or other players.

Ian

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Post by sean newboy »

I concur, Dauntless all the way.

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Post by Zombie »

I agree, Dauntless is the best choice and Guard comes second.

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Post by Dangerous Dave »

I also agree Dauntless then Guard....

However if you want some fun.. then get Piling On and if you roll another double get Jump Up.

OK he'll get kicked so won't live long.... but it might be fun while it lasts!


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Post by franck_le_grand »

Another thing wich is great about giving the wardancer dauntless, is that if the ball carrier is at ST 4 and is protected by some sort of a cage, you wont be able to come up with any ass. So what you do is you use the leap skill jump into the player, and afterwards hit him with dauntless. This should make your chances better to get him down.

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How about...

Post by Cervidal »

Nerves of Steel? Given that he has Leap and Blodge, he's going to have a number of occasions where he's sitting in the backfield surrounded by two or three goombas who couldn't tip him over. Toss NoS on him and you have a backfield player who can catch the ball, get out of being surrounded, and run for the easy score.

It also sets him up for potential Pass Block good times later, as well as make him an effective cage breaker when he leaps in, takes out the ball carrier (or knocks the ball loose with Strip Ball) and needs to catch that bouncing ball that comes back to him.

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Post by wesleytj »

I say Dauntless #1 answer, for reasons already posited, and 2nd would be MightyBlow. The Wardancer is your hitter, give him skills that augment hitting people. :)

If you really need more offense, you're either playing your elves wrong or your catchers suck. Give THEM Nerves of Steel. :)

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NoS

Post by Cervidal »

Nerves of Steel isn't just an offensive skill. It works in a wide variety of defensive situations, like the ones I illustrated above. It just also happens to be useful for offense. NoS really is one of the most versitle skills in the game.

I was simply trying to offer a differing opinion. Variety is oftentimes lacking in skill choice in Blood Bowl

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Post by DoubleSkulls »

NoS is a great skill, but the primary role of a War Dancer is blitzing the ball carrier. Any skill that makes him better at that is more useful than skills that help him do other things.

Ian

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Post by Kri »

I would say Guard. The individual player doesn´t benefit as much but the team does.

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Post by Khrage »

We have a WE team in our league with guard on both wardancers. He also has it on a line elf. Don't really know how effective it has been for him, but I gaurantee that it is very annoying. Guess which are on the LOS every Kick off.

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Post by voyagers_uk »

he is puts his three best players on the LOS why hasn't the local dwarf coach with block guard and tackle killed them yet?

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Post by DoubleSkulls »

Absolutely - I've got enough players in my team with tackle that unless they all have side step they are going down - and then getting fouled hard.

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Post by voyagers_uk »

exactly, when I was playing Pbem in the rabbl I suffered with a wood elf team where my opponent took my Wardancers out straight away.

I hate Woodies I prefer my Elves a shade darker (hopefully with runners!)

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