![]() I feel like on rolling doubles Grab is a very good skill for a blitzing/ball-loosening Wardancer. Haven’t had too much experience with playing Woodies myself (though quite some experience playing against them), yet, I’d like to share one thought: Same thing goes for attack schemes (I have the ball in my hands from the start, I throw some passes for the lulz – and advancements, then send my WD as mentioned earlier). I’m currently playing a wood elves team with some experience on their backs (something like 8 games), and without realizing it (I just started playing BB) I skilled up one of my wardancers far more than the rest of the team, and my team is now a two-pieces always-winning team with some useless players round them, the two pieces are:įairly often I can just send my WD trough the enemy lines, recover the ball (geeeez those Orcs just can’t hold it) and score a TD in two turns of course the enemy will blitz me in order to prevent the TD, but because of block and dodge the chances of having me face down are kinda low, and Jump Up allows me to use my full 9 units of MA to recover my ball (once again) and fly for the TD ^^ No one mentioned Jump Up for a non-Strip Ball build, but I find it awesome. If you want to discuss skill choices on a team specifically for that environment in mind then start a thread with your team roster on it on the forum. As such I don’t want to give specific advice based mainly on that environment. Regarding building for MM, that is an unnatural environment that the Blood Bowl rules weren’t designed for. Couple that with the fact you can use a team reroll as well, where other skills can’t be replicated in use and that is why I don’t recommend Sure Feet, at least not as an early skill choice. ![]() Wood Elves are the second fastest team, positioning isn’t something that is usually going to be an issue to need Sure Feet. Catchers also already have Sprint so also get more use out of Sure Feet, but generally most of the time in my opinion there are skills that are a higher priority and have less situational use. While the situation you described it would be handy, I’d rather have Tackle and Side Step first as they are more use in many more situations and not just this one. ![]() Sure Hands and Sure Feet on a Catcher may be better suited to collect the ball after knocking it free. It can be handy to have, though you have other fast players on your team. If you do get plenty of inducement money you can get an extra Apothecary (or two) and keep them in the game for even longer. They can slot right back in from new and still be one of your most useful players. A rookie Wardancer is still a lot better than a lot of developed players from other teams. Don’t worry too much about them getting killed, though if they do look to replace them as soon as you can. Learn when to put them at risk and when to keep back and you will get a lot of mileage out of them. With two at your disposal you can expect them to really be a thorn in the side of the opposing team. So your most expensive player and in contention for the most annoying player to have to play against. Stat increases follow the same observations as before as well. It can make crowd pushes even easier and also cancels out Wrestle, which is great for targeting fast light armoured players who have it. Mighty Blow for the same as before and Juggernaut is also worth consideration. After that the skills are much the same as the previous build.ĭoubles again are similar, Guard will let you assist the Strip Ball build (bear in mind Guard players will tend to get hit more often though as they will usually be in an opposing tackle zone) and combos well with Side Step. ![]() It can also prevent the other team hitting you, with Wardancers being hard to knock over, they don’t want to end up pushing you into a position where you can push them off the pitch, or open up their cage. I’d go Side Step next so that you don’t have to worry about finishing on the sideline yourself too often (watch out for Grab players though). The extra block from Frenzy will also let you knock over more opponents that you choose to target, especially against Block and Dodge players if you can’t get a Tackle player there easily. I’d be careful about doing it into cages or areas of heavy traffic, you don’t want to end up doing a second hit at a disadvantage if you can avoid it. ![]() Leaping behind his players and then shoving one of them into the crowd is a very effective tactic. Doubles: Guard / Mighty Blow / JuggernautĪs I mentioned on the previous page, Frenzy can open up some great opportunities for you and also give the opposing team something else to worry about.Normal: Frenzy, Side Step, Tackle, Diving Tackle / Dauntless / Jump Up / Shadowing / Fend. ![]()
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