Is a St6, claw troll better than a claw, block troll? Why?
Thanks for the insights
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DG
Very, as my dice seem to hate me with a nuffling vengeance!birdman37 wrote:Given he already has Claw, I'll assume he's being used as an offensive can opener. So...
So, how risk averse are you?
Isn't extra arm more useful than diving catch?Digger Goreman wrote:Grudgingly took St6....
giving the 2Headers diving catch. 2Hs for the two boderline gobbos (as replacements) and to the dodging lineman.
Critiques and suggestions?
I think guard is better than grab for a troll. With really stupid, a turn where you do not activate the troll and use his tackle zone to guard assist teammates instead is a good turn in my book. I would also take tentacles first, it is another skill that works passively. Grab keep players in the grasp of his tentacles, so it could be considered before guard on 3. That passive troll strategy is kind of going out the window when he brings 200+ TV to the team.sirsebstar wrote:Tentacles after the st6 makes sense. Guard more than grab.
Let us know how your team fares
The main point was that guard, like tentacles work passively. If you do not activate your non-stupid troll, he will keep providing tentacles and guard without any risk. Like you say stand firm will also improve tentacles and is a great option.sirsebstar wrote:@kyrre i am not sure i followed your msg correctly.
Anyways. Grab and guard are both useless when there is no tacklezone(due to really stupid), so is tentacles for that matter.