Wardancers - how are they compared to trollslayers in combat?

By Emirikol, in Warhammer Fantasy Roleplay

Wardancers - how are they compared to trollslayers in combat?

Ive got a player ready to start one and i'm wondering how to tailor combat difficulty.

jh

Wardancer Dead. Troll Slayer less grumpy than before.

They are different and, potentially, more complex. If the wardancer goes for the dance actions, they'll be flipping stances, etc.

<shrug> Any PC dedicated to fighting can be as good or as bad as they want to be. It mostly depends on what they buy for characteristics, actions, talents, and equipment. Career actually plays a fairly minor role in combat power/effectiveness, IMO ... excepting Swordmaster and Ironbreaker... which both careers give a powerful piece of equipment for free.

zwobot said:

Wardancer Dead. Troll Slayer less grumpy than before.

Good one :)

jh

A friend and I were looking at this a while ago. Essentially if you put the work in and play it intelligently the Wardancer can put out a lot of damage with one or two of the ritual dances. You do need a lot of action cards though - as many ritual dances as you can get, improved dodge and parry, reaction attacks etc.

Now this is all from memory so excuse the vagueness, but in combat you would basically:

1 - First turn put down a ritual dance that does no damage but gets you a defence bonus.

2 - When you're attacked, dodge + ritual dance active defence, hopefully respond with a reaction attack (so you still do damage even though you didn't attack on your turn)

3 - Now try and hit with another ritual dance and flip your stance to the opposite side (or flip some of your charging ritual dances instead)

4 - When you're attacked, parry + reaction attack.

5 - Now you hopefully have 3 ritual dance cards recharging in the opposite stance to you, and should be able to get a load of damage from one of the ritual dance 'finishers'.

So it's viable but you have to put a lot more thought in than say an Iron breaker! You're also probably not wearing armour so two good hits and you're out.

Hi,

Pretty much what Dvang and Commuterzombie said, it depends heavily on how you build each char especially action cards. Wardancers require more attention and thought. Toe to toe with big weapons the bearded guy probably has the edge, but tactical skirmish and I'd go with pointy ears.

Always thought wardancer with Immob Shot and javelins to buy time while doing his dances seemed like a ruthless rural assassin type build...