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ST4 - Troll-Slayer 4th Skill (double)

Posted: Mon Jan 22, 2007 5:29 pm
by Robotorz
My Troll-Slayer started with Stand Firm (I was allowed to get him a skill when buying him).
His first and second skill where then +ST and then Breack Tackle

Now I have rolled another double (3/3) and dont know what to take.
Usualy I would have got him Juggernaut but now I am unsure what to do.

Side-Step would be nice but I already have Stand Firm.
Dodge is nice as well - but there are loads of tackle players in our league.
Pro seems nice as well - (helps with doding as well as Dauntless-rerolls)
Tackle or Strip Ball would be nice as well

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Team so far:
Deathroller - Block (this is sooo swweeet)
Blitzer - Grab, Tackle
Blitzer - Strip Ball, Guard
3 Lineman with Guard
2 Lineman with Standfirm
Lineman with Kick
Runner with Block, Strip Ball, Sprint
Runner with Block, Kick-off Return
Trollslayer with Sidestep
2 Lineman - nothing
3 Rerolls
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Teams:
Loads of Agility Teams (Wood-Elves (40% of the leage), Pro-Elves, High Elves)
Some Runningteams (Skaven, Dark Elves)
and some Bashy (High TR-Chaos, Orks and me as the only Dwarf)

Posted: Mon Jan 22, 2007 6:24 pm
by TuernRedvenom
:o
Dodge! You already have break tackle and stand firm. Dodge makes him even more of a monster!

Posted: Mon Jan 22, 2007 6:50 pm
by Darkson
Sure Feet, for when you're forced into those GFI's on the Blitz.

Posted: Mon Jan 22, 2007 6:56 pm
by bjorn
diving tackle can be fun.

Posted: Mon Jan 22, 2007 7:45 pm
by Joemanji
Darkson wrote:Sure Feet, for when you're forced into those GFI's on the Blitz.
Looks good to me, as Dwarfs can always do with the MV. I would say Dodge, but if there really are as many Tackle players as you say there are, then maybe not.

Posted: Mon Jan 22, 2007 7:53 pm
by Warpstone
I would think a defensive AG skill to keep him from getting knocked down or fouled would be a good idea: either dodge or jump up. Even given the tackle use in your league, I'd probably still go with dodge.

Posted: Mon Jan 22, 2007 7:56 pm
by Joemanji
bjorn wrote:diving tackle can be fun.
I don't think this would be a good pick. You don't want your best player spending any time on the ground if he can help it. ST 4 pieces are too important to Dwarfs.

Posted: Mon Jan 22, 2007 8:01 pm
by Darkson
ST4 + on the ground = foul bait

Posted: Mon Jan 22, 2007 9:15 pm
by dwarfrunner
I would say Jump-up. With their low MV, that helps them get into the fight better, instead of being left behind. Plus with Frenzy and ST4, no one is safe from him.

Posted: Mon Jan 22, 2007 9:25 pm
by skatingtortoise
remember with DT a fair amount of the time it'll be a turnover, and you can get him right back up. any other time if your opponent is dodging, he'll likely have many more important things to do than foul a slayer.

id go with dodge sure feet or jump up.

id most like jump up here, nasty surprise, and you need mobility.

Posted: Mon Jan 22, 2007 10:28 pm
by Robotorz
Sure Feet sounds nice. Thank you

Dont know why I did not think about that myself (o:

Posted: Mon Jan 22, 2007 11:49 pm
by bjorn
ah that is right I still play 3rd edition and DT did not force one prone a time when the skill was a little cooler.

Posted: Tue Jan 23, 2007 2:29 am
by datalorex
Jump up is a no-brainer imo. Being able to block after being down without having to blitz is like having an extra blitz!

Posted: Tue Jan 23, 2007 2:34 am
by Darkson
And failing the AG roll leaves him on the floor to be fouled.