wesleytj wrote:the problem with jump up on a wardancer (i've said this before) is that he won't get to use it that often. being only av7, a wardancer's main protection is having blk and dge. meaning that if he falls that has already failed. av7 is most likely to be broken on the hit.
Even if armour is broken (41.7%): The Wardancer will miss one turn and has MA 8 (10 with Sprint) the turn after. That's a hell of a difference! Actually, the fragile armour of Wardancers is another good argument for Jump Up, since, as afore mentioned, with Jump Up he will only miss one turn.
Democritus wrote:Guard or Jump up?
I thik it comes down to playstyle. Personally I think an AV 7 player won't get to use his jump up much.
My Wardancers use it all the time. That's experience from about 250 games. You always seem to forget that stunned players roll over and will use Jump Up the next turn then.
I usually use my blitzers (and also war dancers) as hard hitters and cage breakers, rather than make them super scorers.
Well, Jump Up has nothing to do with "super scoring". I use my Wardancers as ball extractors and ball distributors.
So guard is what I would prefer over jump up, but I would also think of mighty blow, frenzy and dauntless.
Mighty Blow? Is your playstyle with Woodies a bashy one? What a waste on such a player IMHO (unless your league is dominated by AV 7 teams, perhaps)! I'd also say that Frenzy will only be good against inferior coaches. You want absolute control over your Wardancer all the time. I think I'd always choose an ordinary skill above MB or Frenzy on Wardancers.
ianwilliams wrote:I'd still prefer Guard or Dauntless in a high Strength environment.
Might it be that your experience is coined by the previous ECBBL-season?
2 Chaos, 2 Chaos Dwarf and 2 Orc teams in a league of 9 teams overall beg for different courses of action indeed. In a balanced league including all 13 major races once you should rarely encounter STR 4+ Ball Carriers. And MA 9 STR 2 AG 4 Catchers beg for Block and Dauntless. As far as I know, Al has also chosen Jump Up instead of Dauntless, hasn't he?
I think that the foul-issue made it very clear:
If a trait forces fouls against a player, it must be a very good trait.
If a trait makes fouling superfluous, it can't be that good.
Anyhow: I don't think that Jump Up is such a good trait choice in general (and nowadays I would even prefer ordinary skills), but for Wardancers it definitely is, since the Woodie team depends on the maximal mobility of its Blitzers.
