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Double 6 on a Block Troll
Posted: Thu Oct 01, 2015 9:39 pm
by Aliboon
Hi there. The troll is on a goblin team playing the NTBBL rules, so he doesn't have loner which makes Pro less attractive. He has Block, Break Tackle and Piling On, so what should I get him?
The other troll has guard and just rolled a 6 + 4 so I went with the +AV, but should I just go Stand Firm or something instead?
Cheers
Posted: Thu Oct 01, 2015 11:05 pm
by Shteve0
I'd normally say ST easily, but jump up on a lonerless, Block POMB troll might be too good to pass up. Frenzy would also be pretty sweet.
I'd look at grab for the other guy, especially if you were to go frenzy on the first.
Double 6 on a Block Troll
Posted: Fri Oct 02, 2015 4:20 am
by fanglord13
Take the strength and don't look back. Block and ST6 is a major road block
Re:
Posted: Fri Oct 02, 2015 5:45 am
by Pedda
Shteve0 wrote:I'd normally say ST easily, but jump up on a lonerless, Block POMB troll might be too good to pass up.
I don't see this. You won't use the jump up block, so it would be strictly to stand the troll up and move it four sqaures.
Without jump up you can still move the troll three squares with two GFIs, which isn't too risky, since it doesn't have loner.
Hence, I don't see the need for jump up and would rather go for the +ST. Both for the road block effect as well as the cage breaking abilities with break tackle
Posted: Fri Oct 02, 2015 6:59 am
by Shteve0
Why would you not use the jump up block...? Apologies, perhaps I'm missing something here.
Like I say, I'd normally suggest ST without a moment's hesitation... but if this guy isn't packing loner, I think a jump up block is a very real option.
Edit: double checked, would be a 3+ block, which I'd overlooked. Trickier.
Re: Double 6 on a Block Troll
Posted: Fri Oct 02, 2015 7:22 am
by Itchen Masack
Str 6 is very had to pass up, but maybe also consider Tackle. One (of many) things goblins struggle to do is take down Blodgers, and marking up dodge elves is pretty pointless. Whenever offered a double I have been taking Block all the time, but sometimes I wonder to myself if Tackle might have been better as the 10th elf skips past.
Re:
Posted: Fri Oct 02, 2015 7:23 am
by Darkson
Shteve0 wrote:Why would you not use the jump up block...? Apologies, perhaps I'm missing something here.
The Block would be on a 4+, and if failed, wasted lying on the floor.
Posted: Fri Oct 02, 2015 7:23 am
by Shteve0
Diving Tackle is a normal skill for goblins
Re: Double 6 on a Block Troll
Posted: Fri Oct 02, 2015 7:26 am
by Glowworm
Strength, make him a big guy killer, ang guard on the other gives you 3 dice against St3. Players, also combo's well with break tackle.
Posted: Fri Oct 02, 2015 7:28 am
by Shteve0
Holy crap, it would be on a 4+, of course. I must be tired

Re: Double 6 on a Block Troll
Posted: Fri Oct 02, 2015 10:15 am
by Aliboon
If the troll was above AG1 then I can see JU being more of an option, but chances are I won't risk him staying grounded for a chance of another block.
I hadn't considered tackle, but isn't frenzy as good as taking down dodgers with the extra block anyway (and obviously better against everyone else)? I'm slightly wary about frenzy due to its potential to take me out of position. It would combine nicely with a DT gobbo to deny the dodge reroll though.
Double 6 on a Block Troll
Posted: Fri Oct 02, 2015 11:41 am
by fanglord13
Tackle also makes it a little harder for the pointy eared gits to get away
Re: Double 6 on a Block Troll
Posted: Fri Oct 02, 2015 12:27 pm
by lunchmoney
I voted Dodge. I like the idea of a Troll busting into a standard cage on a 4+ with RR (75% chance to work). Knock down a corner first? 3+ with RR (88.8% working

). All good

Re: Double 6 on a Block Troll
Posted: Fri Oct 02, 2015 1:17 pm
by plasmoid
Being lonerless, I'd definately go ST over Dodge.
Dodging with him is a lot less unreliable when he can tap into the team rerolls.
Re: Double 6 on a Block Troll
Posted: Fri Oct 02, 2015 3:20 pm
by Decker_cky
lunchmoney wrote:I voted Dodge. I like the idea of a Troll busting into a standard cage on a 4+ with RR (75% chance to work). Knock down a corner first? 3+ with RR (88.8% working

). All good

With no loner and break tackle, it's the strength is probably better in terms of cage breaking (also better against cages with 2 guards).
I say take strength. Frenzy is the only alternative, but goblin trolls might be put in a bad place with that.