Posted by Chainsaw on 2013-10-30 14:33:42
1. Don't over think it. You haven't gotten there yet.
2. Depends on the rolls. Take +MA, +ST, +AG.
3. Doubles = mighty blow
4. Normals = blodge
5. Beyond that; sure hands or tackle - you'll know more about how you use the player by this point so the decision will be easier to make.
Posted by gjopie on 2013-10-30 14:34:33
Not a necro expert at all, but 8-4-4-8 looks like the stat-line of a natural ball-carrier to me. Would personally go block, dodge, sure hands, etc.
Posted by MagicDave on 2013-10-30 14:40:29
Go the whole hog and make her good at both, sure hands then strip ball next will help make her a beast.
Posted by SerenadeOfSorrow on 2013-10-30 14:59:03
8 4 4 8 sounds nice i had a wolf 8 4 4 8 with blodge and tackle took 1 hit all game was killed and failed regen these will become full on targets be warned lol *1 dice pow at that*
Posted by SzieberthAdam on 2013-10-30 15:03:46
Leap.
Posted by polardragon on 2013-10-30 15:09:36
Hard to go wrong really with that statline. Blodge up for survival and mobility. That leaves surehands & stripball for both an offensive and defensive threat.
I would make a case for Juggernaught on doubles. It stacks well with Frenzy & Stripball and steamrolls the Wrestlers when you need to blitz your way in to score.
Posted by harvestmouse on 2013-10-30 15:29:44
Most definitely blodge her up. The other one will be your killer. Get some ghouls for strip ball if you must. Also although it isn't what it was, you need at least one dp, just to show your opponent what's what.
Posted by Chainsaw on 2013-10-30 15:41:24
Do not take strip ball. DO NOT.
Posted by JackassRampant on 2013-10-30 18:23:08
Block next, then Dodge, then choice of a few good skills if normals at 76 (Tackle or SS for me, Jump Up is ok). Werewolf tracks are not boring on the pitch, but in terms of player development they're rather yawners unless you roll a second +AG or something: they can have all the good stuff, they need all the good stuff, so they take all the good stuff, and then you run out of improvement rolls. The biggest debate that ever really comes up is whether to take Tackle, Dodge, or Jump Up on a lucky Block/POMB Were.
Posted by JackassRampant on 2013-10-30 18:30:59
Juggernaut/Frenzy is fun. Not worth wasting a doubles on a Claw guy for. But fun.
I would never take Sure Hands on a Werewolf. Just too much else that's good. That's what Ghouls are for. (Okay, that's ALL Ghouls are for... but it's worth having one just as a default carrier/distributor.)
I wouldn't sack the +MA Wight, but I wouldn't take +MA on any Wight but him (if he gets another one, absolutely). Wights are there for their skill access: it's worth forgoing that for +AG or +ST, and maybe for another Dodge (to spread out the enemy Tackle and combo with Guard) or Jump Up on a guy with Piling On, but not for +MA on what should be the 4th-5th fastest guy on the squad.
Posted by bghandras on 2013-10-30 18:46:25
Do not EVER make a player with Frenzy the ball carrier. I tried, and failed miserably. So I recommend against sure hands. Sometimes he will carry the ball, but a clever opponent will make your life extremely hard on that drive.
Posted by Lexlethal on 2013-10-31 00:25:57
Thanks for the advice all, more that expected and all much appreciated. I especially like harvestmouse's advice about showing what's what.
But here we have a classic tale of bloodbowl. In her next match Luce broke her back defending a starting drive that was all POWs & sixes. Its almost SerenadeOfSorrow's story and a step in that direction.
She's going to have an interesting career but I think she's going to react with defiance. I think she'll already be bent on ripping the flesh off the amazons that did this, that blood with be what she wants and if she dies with her jaws clapped around a soon to be corpse then so be it.
...So block next.
Thanks again!