Double 6 on developed Troll
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Double 6 on developed Troll
Ok, so OCC team, troll has Guard, Stand Firm and Grab. The last was an experiment that has completely failed and I regret it.
The Troll is incredible stupid and fails I reckon half his rolls. As a consequence he gets to, when he moves, stand in awkward places and get hit. Every so often I try to hit someone and he goes stupid.
Opposition is a horde of str 4 bash'ers with a smattering of normaly/elfy teams.
So... given all that, block, +1 str, pro seems to simply encourage stupidity, or something else I would never have considered (sensible suggestions only).
The rest of the team is 4 unremarkable black orcs, 1 with move 3, 3 killer blitzers, 1 with armour 8, 1 general purpose blitzer, new line orcs, a goblin and a block thrower who also needs a normal skill pick.
Leaning towards block, just to make him harder to hit as the str of the opposing teams means they can normally muster enough assists to take him down, or is a str 6 troll really a difficult obstacle?
The Troll is incredible stupid and fails I reckon half his rolls. As a consequence he gets to, when he moves, stand in awkward places and get hit. Every so often I try to hit someone and he goes stupid.
Opposition is a horde of str 4 bash'ers with a smattering of normaly/elfy teams.
So... given all that, block, +1 str, pro seems to simply encourage stupidity, or something else I would never have considered (sensible suggestions only).
The rest of the team is 4 unremarkable black orcs, 1 with move 3, 3 killer blitzers, 1 with armour 8, 1 general purpose blitzer, new line orcs, a goblin and a block thrower who also needs a normal skill pick.
Leaning towards block, just to make him harder to hit as the str of the opposing teams means they can normally muster enough assists to take him down, or is a str 6 troll really a difficult obstacle?
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- mzukerman
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Re: Double 6 on developed Troll
Assuming that there is a bunch of guard in a bashy league, I don't think the strength is going to give you a lot. I'd go with the block. It'll keep him on his feet even if he's gone stupid.
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- Fassbinder75
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Re: Double 6 on developed Troll
Can't go wrong with Block, although Pro has a lot of utility on him as well.
I'd probably take the +ST if he was Underworld since it combos nicely with Tentacles.
I'd probably take the +ST if he was Underworld since it combos nicely with Tentacles.
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Re: Double 6 on developed Troll
I'd take Block anyway, because with Block the Troll is more reliable and dangerous.Fassbinder75 wrote: I'd probably take the +ST if he was Underworld since it combos nicely with Tentacles.
Block, Claw, Tentacles is better than ST 6 Claw Tentacles, you want to hold and hurt stuff, not just holding it.
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- burgun824
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Re: Double 6 on developed Troll
Block. Then hope he rolls double 6 for his next skill too so that you can ignore it for Pro.
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Re: Double 6 on developed Troll
Block.
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Re: Double 6 on developed Troll
+ST
Makes a massive difference on defence (ST4 players need 3 assists to get 2db plus it scares people)
Makes a massive difference on defence (ST4 players need 3 assists to get 2db plus it scares people)
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- DixonCider
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Re: Double 6 on developed Troll
agreed. love +1 str on the big guysstormmaster1 wrote:+ST
Makes a massive difference on defence (ST4 players need 3 assists to get 2db plus it scares people)
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Re: Double 6 on developed Troll
You shouldn't go past 16 SPPs with a without a Doubles roll. Retire him and start over. If you're hell bent on keeping him I'd take +ST.
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Re: Double 6 on developed Troll
I've heard the +1ST is 1/36 and doubles 1/6 so take ST argument, but it overlooks that by taking Block you are decreasing the chance of him double skulling from 1/9 to 1/36. So Block it would be if I rolled it.charlesanakin wrote:You shouldn't go past 16 SPPs with a without a Doubles roll. Retire him and start over. If you're hell bent on keeping him I'd take +ST.
As for retiring at 16 spp with no doubles, I know the theory, but retiring a SF Guard Krox, etc. seems a waste ... . (To be clear, I would not use an APO on such a Krox - I've let two die in such circumstances - but retire?)
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- spubbbba
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Re: Double 6 on developed Troll
Trolls failing stupid rolls shouldn't be too much of an issue. The main use for them is to tie up players, take hits and provide assists with guard.
It depends how you use him, if he's going to be stuck in the middle of the scrum with black orcs then he won't have to worry about needing to roll 4+. however if you find him isolated a lot and getting knocked over then pro might be worth it to keep him in the game.
I'd favour block just to make him more reliable and even harder to shift with Stand Firm.
It depends how you use him, if he's going to be stuck in the middle of the scrum with black orcs then he won't have to worry about needing to roll 4+. however if you find him isolated a lot and getting knocked over then pro might be worth it to keep him in the game.
I'd favour block just to make him more reliable and even harder to shift with Stand Firm.
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Re: Double 6 on developed Troll
I would go Pro, it saves a team reroll, allows him a 50/50 re-roll without using a team re-roll and it can be used
every turn.
every turn.
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