+AG is a waste on a Troll so skip it, if you roll 5,5 then take the double, 6,4 you should ignore it for the first two skills. Block is the obvious choice on doubles for reliability and effectiveness when blocking and Pro if you get a second to safe rerolls and reduce Really Stupid reliability effects. If you want to improve your ability to throw Goblins then also consider Strong Arm. After that you can either go with Break Tackle to keep him more mobile, Piling On to get more casualties, though bear in mind you will have to roll for Really Stupid in order to get up again and they are slow players. Grab will let you keep more opponents around you or let you set up easier blocks for team mates and may also help with making space to move a cage through. Stand Firm combines well with Guard and also prevents opponents from pushing you off players you are marking. Normal: Guard, Stand Firm, Grab, Break Tackle/Piling On/Strong ArmĪs ever you can’t go wrong with Guard and it makes a great first choice to aid your team mates and keeps the Troll useful even if you do nothing with them.The last point to consider is that the Troll may even eat the Goblin, which will not only give you one less player on the pitch, but also result in the Goblin being dead! Troll Road Block: Throwing team mates at other times would require the Troll to preferably be out of opposing tackle zones to keep the fumble chance as low as possible, though even then throwing team mates doesn’t have the greatest chance of success. The only time I would consider using this is in the last turn of a drive that your team kicked off in and the opponents scored in their turn 8 leaving you with just one turn left before half time. Trolls are also able to throw any Goblin team mates if you have any on your Orc team. So you ideally want to get two assists verses ST3 players to get a three dice block providing you with both the lowest chance of failure and best chance of success. Is the chance of knocking the opposition over worth it compared to the situation you will be left in if they fall over themselves or go stupid and lose their tackle zone. Obviously you can use them to hit the opposition but be aware of the side effects that the negative skills can produce. Try and get him in the tackle zones of multiple opponents to either force them to make dodge rolls or perhaps commit even more players to try and block the Troll. Their resilience and high strength even makes them a suitable player to tie up the nasty Mighty Blow and Piling On opponent who will probably have lowish agility and lower strength than the Troll. The best use then for Trolls would be as a road block for being in the way or for tying up players. Even should the Apothecary not work you can still perhaps pass your Regeneration roll. It may be worth using the Apothecary on -ST or -AV injuries or death results though, otherwise you run the risk of failing Regeneration and crippling the Troll (or worse). As they do have Regeneration most of the time it means you don’t need to bother about using your team Apothecary on them either, saving it for a team mate which again helps the team more overall. As a result Trolls will usually stay alive for a very long time, with them being the cheapest big guy player anyway they are fantastic value from that regard. Their high strength and armour make them hard to both knock down and hurt and they even come with the extra aid of Regeneration. Orcs are a really resilient team with AV9 on most the players and Trolls certainly continue that trend. This can be a big issue for both offence and defence, though even with a team mate nearby this can still happen on occasion. If they get isolated from their team mates they will spend half the time doing nothing and letting opponents slip past unhindered. Really Stupid also means that they need a team mate in support to keep them focused on the game and what you want them to do. Loner makes them unreliable like every big guy hampering the ability to use rerolls, or even worse using up rerolls with no effect. This would usually be a great combination of stats and skills though they are let down by having Loner and Really Stupid. It is fairly evident that Trolls are designed to be blockers given their high strength, armour, Regeneration and Mighty Blow, compared to their low movement and agility. With four Black Orcs around them, they can provide great support for both offence and defence and there aren’t many teams that will be able to go toe to toe with that line up. While these things can happen, if you correctly utilise the abilities that the Troll provides they can make a formidable player for you to play around. It is quite common to hear Orc coaches complaining about their Troll messing up and causing a turnover, or perhaps going stupid and letting the other team through the defence. Trolls are probably the worst used players on an Orc team.
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