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Settle a Troll Question

Posted: Thu Apr 07, 2005 7:50 pm
by Snappy_Dresser
Pretty academic at this point, but I skilled up a rookie troll in a (modified) vault rules league and rolled boxcars (12), giving me a choice between +ST or any skill. The three that were tempting me were:

1. +ST of course, for obvious reasons, this was appealing, plus it was the "sexiest" choice, and it helps with the new TTM skill.

2. Pro. The number of times my troll has burned me because he can't reroll is shocking.

3. Block. Kind of the dark horse, but worth considering I thought.

Without telling you what I chose, which should I have gone for? Or was I totally wrong headed and should I have picked a skill that I didn't consider?

Posted: Thu Apr 07, 2005 8:43 pm
by gken1
+ST....just makes him that much scarier. 1 assist from 3 die blocks on most players. Plus if he rolls doubles down the road you'll be kicking yourself. if not...6ST guard is one player that is a bitch to deal with.

Posted: Thu Apr 07, 2005 8:51 pm
by Ethrylain
+1St ofcourse

Posted: Thu Apr 07, 2005 8:53 pm
by Bizzy
ST 5 is good in and of itself.

ST6 is a force to be reckoned with though.

A normal ST 3 guy needs 3 assists for 1 die, and 4 assists for 2 dice. Granted the troll goes down on 3/6 sides of the dice but you go down on 2/6 (saying both lack block)

If you play is a strong league and it has a lot of bash either block or ST+ is good.

The ST6 allows you to get 2 dice on almost any player and 3 dice with 1 assist on an average player.

Pro is a decent selection. It allows you to reroll stupid if he passes or reroll a block if he passes.

In my opinion in a long term league take block. He needs it more then pro. Maybe he fails stupid but now a skull, skull/pow doesn't end your turn. It may suck but your turn is alive. In a short term league where usage of your troll is vital take block or pro. The pro to help keep him where you need him and doing what he has too.

If you don't use him that much and only use him to hit when convient, and as a huge line monster ST+1 is a good choice.

It all depends on who and wahat you play

Posted: Thu Apr 07, 2005 9:31 pm
by Gus
+ST without question.

Posted: Thu Apr 07, 2005 10:40 pm
by Decker_cky
i'd say choose between pro and +ST

+ST has been covered, but pro helps with stupid, blocking and throwing goblins. It also is marginally less TR considering you probably hit the cap with that.

Oh, and watch out for fireballs. ;)

edit: on second thought, get him sprint....it'll help him alot

Posted: Fri Apr 08, 2005 12:13 am
by Snappy_Dresser
Decker_Cky is, of course, in my league (at least I think he is, he's so far below me in the standings it's hard to tell from up here :D)

I wound up taking the +ST, mainly because, like someone said, I'd kick myself later if I rolled another double, and also because it improves my TTM range (vault rules), which I seem to be doing a lot lately.

Oh, and decker, Gorgo is already planning his first meeting with Bald Bull (the AG 4 Bull Centaur) with relish.

Posted: Fri Apr 08, 2005 1:01 am
by absent1
just to put up and opposed veiw, you have to pay 50k for a str up you won't want use that often because of the trolls consistancy issue, give 'im pro is probably about as good and 20 less tr.

Posted: Fri Apr 08, 2005 1:23 am
by Snappy_Dresser
I did consider that absent1, but, as my league is playing with a hard cap, and either skill pushed me to the cap limit, the point seemed largely moot.

Damn it's tough being the baddest MF in the land sometimes :D, all these difficult dillemas.

Posted: Fri Apr 08, 2005 1:33 am
by absent1
then take the str.

Posted: Fri Apr 08, 2005 7:07 am
by mbuku
I would suggest to take him the really stupid flaw.

As I have experience in a goblin team with 2 trolls, one has still RS the other is without. It will be so many times that you roll the 1 and then you will stay open with your pants droped down (or waste a training)

Posted: Fri Apr 08, 2005 1:03 pm
by Zy-Nox
Take the strength and laugh madly when you roll another +s further down the line....S7 is sweet. :wink:

Posted: Fri Apr 08, 2005 7:18 pm
by Snappy_Dresser
mbuku wrote:I would suggest to take him the really stupid flaw.

As I have experience in a goblin team with 2 trolls, one has still RS the other is without. It will be so many times that you roll the 1 and then you will stay open with your pants droped down (or waste a training)
I don't understand. Are you saying that your league allows the removal of Negatraits? That seems a bit unbalancing (though very appealing) if you ask me.

Posted: Sun Apr 10, 2005 8:56 pm
by mbuku
Yes. You are right. With a double it is allowed to take one negatrait.
The Big Guys need double the points of a normal player to get a new developement, so it is quite balanced. There is no Big Guy in the league how is more frightening than a well developed regular player - just stronger...

Posted: Mon Apr 11, 2005 4:08 am
by Darkson
Not a very helpful suggestion though, when that's a houserule for your league and the question was about a Vault league. :roll: