Doubles for wardancer
Doubles for wardancer
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?
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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- DoubleSkulls
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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
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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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...
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.
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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- wesleytj
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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.

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