TR was 110, 4 Skills + 2 Doubles before game 1.
My Setup/Skills were the following:
2 Blitzers (two times Guard)
2 Runners (one with Block)
2 Slayers
5 Blocker (two times Guard)
1 Deathroller (Block)
2 RR
1 FF
So where to start.
It was tough. With the Deathroller only for one drive a casuallity means I went into under strengh.
The Idea was to field him when I want to Receive to make it a half to remember. Needless to say I received only 1 time in the whole tournament the first half.
Then the Idea was to hold the Deathroller Back and use it on second Half.
Against Elfes, I played them two times, this just didnt worked. He Stalled in his half as long as much and then score late.
FORGET IT!!!! My Opponent caused allways a KO or Cas and scored in Turn 7 or 8. So I had to field the Death Roller for 1 or two turns. Second half with 10 Dwarfs.
That happened three times were I was safed one time by a get the ref.
Problem two was that 2 RR were not that much. I won both my tourneys with 2 RR and an Apo in the good ole times. This weekend two RR were not nearly enough. Because the Deathroller costs so much.
My three Wins were a complete different use of the Death Roller.
Field the Death Roller to speed the opponents TD up or stop it. When the opponent saw how the death Roller dodged into his cage, 2+ into 3 zones, and got stand Firm to be never removed he speeded up. Or against an Orc coach were the Death Roller bind 1 Troll, two Black Orcs, 1 lineorc and 1 Blitzer for 5 Turns.
So the death roller is just a revival of the old tactic, lets speed his TD up and then make you own in 5 Turns. Second half score the 2:1.
This whole situation helped when you opponent asks what he has and you need a minute to tell him every Skill he has, plus his stats and the information that he can dodge with strengh 7 into three zones with a 2+, and you can use ReRolls for it.
Then there came always the question if he is Bonehead/Wild animal.

Some may say that the Death Roller isnt that speedy with his Move 4.
True, but most opponents thought twice to set something in the way of a ST7 Block (Skill) Juggernaut, MB Monster.
So my final thoughts are that the Death Roller was nice, but the 160.000 gps were hardly missed in games where my Re Rolls burned away. But it was always nice to see how he throwed three Pows against Ball Carriers, or two skulls and a double pow against a human blitzer (who was on the Ball Carrier) just when your table neighbour told you that a push would really have helped in that situation. Remembered that he has Juggernaut and the DR have blitzed.
