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. 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. 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.Īs I’ve mentioned already there are a lot of choices for doubles. Sometimes though the extra blocks you can get from it make it great. 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. 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. 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. It will let you mark up players and leave opponents in their tackle zone for you 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. Follow that up with Dodge, helping with protection and letting you get them to who you want to hit. Doubles: Guard / Mighty Blow, Piling On / Juggernautįirst 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.Normal: Block, Dodge, Side Step / Tackle, Leap / Jump Up / Pro / Dauntless / Sure Feet.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. 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. 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. Unfortunately building on this ability through the selection of strength skills isn’t easily done as they don’t have normal access to them. Their last great benefit though is that they come with Claws which is great at penetrating armour. 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. 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 have also lost the Catch skill which made moving the ball around quickly easily possible with an older Necromantic team. Not having it also means you are open to attackers who do have it, the same goes with lacking the protection of Dodge. 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. 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 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. For a Werewolf on a Necromantic team this tends to be doing the blitzing. 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.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |