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.
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