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flash
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Post by flash »

stashman wrote: Uses of Juggernaut:
1. Everytime you blitz!
2. Everytime you blitz and wan't to move a Stand Firm guy
3. Everytime you blitz and wan't a Wrestler to go down if you have Block skill
4. Everytime you blitz and wan't a second Block if you have Frenzy
5. You don't have to use it, sometimes you don't wanna get a push back on your opponent
6. Good if you have Strip Ball skill
dont forget:
7.Both down dont stop the frenzy witch any more ( if you roll skull / both down, you can still frenzy - big point for me, making it more redundant)

As I started the discussion, I try to end it. I think both skills are usefull. On a rookie / unexpreienced witch, I will choose jug all the way. Though I dont have regrets on my decision to put MB on that Block / Sidestep witch. Ich surely think twice next time, especiall on my 2nd witch - I like to have many tactical options on my team. And thats the point. Both skill are great, finally.
With that MB Witch, I can Blitz / Block or at least threaten the opposing players :evil: :evil: :evil: With
Jug is great too, I take it on my other witch :smoking:

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Post by stashman »

flash wrote:
stashman wrote: Uses of Juggernaut:
1. Everytime you blitz!
2. Everytime you blitz and wan't to move a Stand Firm guy
3. Everytime you blitz and wan't a Wrestler to go down if you have Block skill
4. Everytime you blitz and wan't a second Block if you have Frenzy
5. You don't have to use it, sometimes you don't wanna get a push back on your opponent
6. Good if you have Strip Ball skill
dont forget:
7.Both down dont stop the frenzy witch any more ( if you roll skull / both down, you can still frenzy - big point for me, making it more redundant)

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Post by PubBowler »

flash wrote: dont forget:
7.Both down dont stop the frenzy witch any more ( if you roll skull / both down, you can still frenzy - big point for me, making it more redundant)
Wrong.

The skill description states a push or defender stumbles result is required to throw a 2nd block.

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quozl
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Post by quozl »

You certain, PubBowler?

from juggernaut:
"may choose to treat a 'Both Down' result as if a 'Pushed' result has been rolled.

So if a both down is rolled, the juggernaut player can treat it as a pushed result was rolled. Not just treat it as a push, but treat it as if the push was actually rolled.

From Frenzy, "If a 'Pushed' or 'Defender Stumbles' result was choosen".

So Juggernaut means a defender down rolled result can be treated as a push rolled result. So the player can then choose the 'Pushed' roll result, that was rolled (thanks to juggernauts modification), to my mind anyway.

So juggernaut allows frenzy.

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Post by PubBowler »

Apologies, I didn't read it a Juggernaut Witch.

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Post by s031720 »

Dave:
Yes, Guard and MB are staple skills, meaning you will have "plenty" of it, whatever skillroute you choose to go down.

One more MB on the team is always good, but not tacticaly as good as Juggernaut on the witch. Put your MBs on the other players, and the jiggy Juggy on the Witch. Thats what I say. :)

Flash:
Yes, Frenzy becomes much more reliant with Juggernaut. Id choose Juggernaut as my first doublechoice for the first WE to roll a double, especially if I have MB on other players (Blitzers) in the team already. One more MB in the team just isnt as overall tactical useful as Juggernaut on your Frenzy blitzer. Double on my other witch would then ofcourse be MB, since you only need one Juggernaut.

Someone suggested Guard as second double on a Witch, I dont see that at all. That would be real waste of potential. It seems to me that Juggernaut is really undervalued by many. Guess its up to us that use it to show them on the pitch that they are wrong. :)

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Post by s031720 »

Added (unfinished) a text about Cageplay.

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Post by AK_Dave »

Agreed. You really don't need two Triple-D Witches. One Witch with Jugs is amply endowed to fill the role, and if she develops early then so much the better. What Nuffle blesses her with, let her use to her fullest.

Every other doubles roll, even on the other Witch, should be MB or Guard, and as far as I'm concerned the only debate is whether or not ONE Witch should get Jugs instead of MB - assuming that everyone else has either MB or Guard. Then, yeah, Juggernaut is useful enough.

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Post by flash »

s031720 wrote:Added (unfinished) a text about Cageplay.
Great Job!

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Post by PubBowler »

AK_Dave wrote: One Witch with Jugs is amply endowed to fill the role, and if she develops early then so much the better. What Nuffle blesses her with, let her use to her fullest.
Man, I don't know which is better.

That this was accidental or deliberate.

Either way, awesome double entendre my friend.

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Post by besters »

I don't think there is any doubt about the intent.

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Post by miko »

Your oneturner cant work because the opponent Nr. 3 has a empty square behind opponent Nr. 1. So you cant chainpush your Nr. 2. You need a 11th player to close this field. :-?

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s031720
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Post by s031720 »

Good catch, my mistake.

Ill see if I can fix it.

Edit:
Actually noticed another thing that didnt work, atleast that one was easy to fix. :)

Im on the case.


Edit2:
Think problem might be solved by putting 6 under the WE, and 10 beside the 7.
The old 6+10+(8-push) movement where uneccesary, could just aswell leave a gap in the middle. (by not using the ten, and using 8 to the left and 6 to the right).
Ok, so might sound a bit confusing, but I wont be able to fix the pics until after new years anywas, so I thought id describe the solution here first. :)

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Galak 3:16 says "There is a point in time that a player really should read the rulebook."

Thus there is a point in time when you shouldnt.
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Post by s031720 »

PubBowler wrote:
AK_Dave wrote: One Witch with Jugs is amply endowed to fill the role, and if she develops early then so much the better. What Nuffle blesses her with, let her use to her fullest.
Man, I don't know which is better.

That this was accidental or deliberate.

Either way, awesome double entendre my friend.

How about a witch with Mighty Blow then? Oldest joke in the (bb)-book. :)

Reason: ''
Galak 3:16 says "There is a point in time that a player really should read the rulebook."

Thus there is a point in time when you shouldnt.
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Post by Arngrim »

s031720 wrote:Good catch, my mistake.

Ill see if I can fix it.

Edit:
Actually noticed another thing that didnt work, atleast that one was easy to fix. :)

Im on the case.


Edit2:
Think problem might be solved by putting 6 under the WE, and 10 beside the 7.
The old 6+10+(8-push) movement where uneccesary, could just aswell leave a gap in the middle. (by not using the ten, and using 8 to the left and 6 to the right).
Ok, so might sound a bit confusing, but I wont be able to fix the pics until after new years anywas, so I thought id describe the solution here first. :)
Wouldn't moving DE#2 to the back of the WE solve both problems?

Excellent thread BTW, All races should have one!

I vote sticky.

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