LRB 4.0 Gobbo Team Troll Development
- DoubleSkulls
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LRB 4.0 Gobbo Team Troll Development
I've just started a new gobbo team and I'm trying to think what the best development strategy is for the trolls.
Normal skills I'd think we've got a few contenders.
Guard. Not quite as good as it was as it doesn't mitigate against failed RS rolls anymore. Still those gobbos need every assist they can get, so its still useful.
Break Tackle. Very handy for giving those trolls a bit of extra mobility and for some cage breaking, but you probably don't want to lose so many of your blitzes anyway (1/6 fail the RS, 1/6 the 1st dodge - means nearly 1/3 down the pan).
Piling On - some extra casualties to speed up development and help balance out the casualty war, but trolls on the ground aren't protecting gobbos, they are slow to move anyway and the Av reroll is quite weak too.
Multiple Block - unless you've got block you are really trying for 3 dice anyway so this is a high risk choice.
So what would people take and why?
Then doubles. Block is obviously going to be tempting, but what about Pro? Generally more useful and helps with TTMs and failed RS as well as making blocking a little more reliable. TBH I can't see any other real competition for these two any more.
Normal skills I'd think we've got a few contenders.
Guard. Not quite as good as it was as it doesn't mitigate against failed RS rolls anymore. Still those gobbos need every assist they can get, so its still useful.
Break Tackle. Very handy for giving those trolls a bit of extra mobility and for some cage breaking, but you probably don't want to lose so many of your blitzes anyway (1/6 fail the RS, 1/6 the 1st dodge - means nearly 1/3 down the pan).
Piling On - some extra casualties to speed up development and help balance out the casualty war, but trolls on the ground aren't protecting gobbos, they are slow to move anyway and the Av reroll is quite weak too.
Multiple Block - unless you've got block you are really trying for 3 dice anyway so this is a high risk choice.
So what would people take and why?
Then doubles. Block is obviously going to be tempting, but what about Pro? Generally more useful and helps with TTMs and failed RS as well as making blocking a little more reliable. TBH I can't see any other real competition for these two any more.
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Normal skills?
- guard would come first in my selection. That's because a troll without his gobbos by his side won't last long, but who will protect the gobbos?...
...that's where guard comes in handy.
- the troll having MB, I wouldn't worry too much about piling on and focus on break tackle instead for that last minute match-saving blitz.
Doubles?
- Block is my ultimate preference. Pro is just too unreliable IMO. Although if you roll another double, then pro is probably a good idea I suppose.
- guard would come first in my selection. That's because a troll without his gobbos by his side won't last long, but who will protect the gobbos?...
...that's where guard comes in handy.
- the troll having MB, I wouldn't worry too much about piling on and focus on break tackle instead for that last minute match-saving blitz.
Doubles?
- Block is my ultimate preference. Pro is just too unreliable IMO. Although if you roll another double, then pro is probably a good idea I suppose.
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I go with the previous posts as far as the normal skill rolls. On doubles I would go for block without a doubt, as it also helps on your opponents turn. It makes going for that 1dice block just that bit more unreliable.
Second double? Why not go for stand firm? Very nasty with guard.
Second double? Why not go for stand firm? Very nasty with guard.
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Re: LRB 4.0 Gobbo Team Troll Development
Stand Firm. the combo with break tackle will make the troll a dodging pain in the...ianwilliams wrote:Then doubles. Block is obviously going to be tempting, but what about Pro?
(Like my treeman during tournaments!)
The look on the face of your opponents when you announce a dodge into tackle zones is fantastic. Stand Firm takes away the risk to do so!
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I prefer Pro before Block, but that's probably just because I fail more RS rolls than I do 2D blocks atm.
On normal, I agree - Guard, Break tackle, Multi Block, Piling On.

On normal, I agree - Guard, Break tackle, Multi Block, Piling On.
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About Block vs. Pro: I'd develop the Trolls differently, giving one Block+Guard and the other Pro+Break Tackle. The latter would be your TTM-Troll and the guy who throws the goblins around to fetch the ball when it's deep in the opposing half and not guarded well. Break tackle is good as you sometimes need to move the troll first before throwing a gobo and any clever bashy opponent coach will mark him.
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Not much choice really. Guard has to be first as it has indirect value. Break Tackle will just tempt you into added risks, though it has to be the best 2nd skill. The ability to reposition your Trolls is very valuable... it is too easy lose all forward momentum simply because your Trolls are marked. Not always the case, as obviously Stunty can get you out of holes.
Or into them, whatever.
Doubles, Block and Pro are equally valuable. I'd mix and match were I lucky enough to get a double on both Trolls. I've played Gobbos quite alot, and developing your Trolls along different paths is the best plan by far. I got a MV 5 Troll once... you have no idea how great that was. If you get +1 MV, make sure you keep it!
Joe


Doubles, Block and Pro are equally valuable. I'd mix and match were I lucky enough to get a double on both Trolls. I've played Gobbos quite alot, and developing your Trolls along different paths is the best plan by far. I got a MV 5 Troll once... you have no idea how great that was. If you get +1 MV, make sure you keep it!

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well RS fails 1 in 6 and 2D blocks without block fail 1 in 9----might explain thatDarkson wrote:I prefer Pro before Block, but that's probably just because I fail more RS rolls than I do 2D blocks atm.![]()

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i would go break tackle on a troll early as he would be a reasonable blitz in many turns. Bit risky but maybe the threat would be better than the reality.
Guard - so so. Long long time ago my mate played halfling as a tertiary league team. They were brutal as played 4star trees from game one (if you dont rember dont ask) After gaining a ball fling for running they won more than they lost with extreme pain dished out every turn with trees. I would suggest similar idea - break tackle - pilling on - 3d blitzes most turns. Guard aint going to help the little ones much as you will still lack block... 1D no block - lol.
choose i would try diving tackle :O combo with a few gobos and could be a nice way to get a block next turn.
best advice take more beer to your next games-go get some troll tapes
Guard - so so. Long long time ago my mate played halfling as a tertiary league team. They were brutal as played 4star trees from game one (if you dont rember dont ask) After gaining a ball fling for running they won more than they lost with extreme pain dished out every turn with trees. I would suggest similar idea - break tackle - pilling on - 3d blitzes most turns. Guard aint going to help the little ones much as you will still lack block... 1D no block - lol.
choose i would try diving tackle :O combo with a few gobos and could be a nice way to get a block next turn.
best advice take more beer to your next games-go get some troll tapes

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I started a goblin team recently and I have one troll with gaurd and one with Pro+Break tackle. I find the second troll very usefull and love the break tackle (works well with Pro too).
The gaurd hasn't been too helpful. With the goblins all having 2ST, gaurd only brings them to 3, the equivalent of most teams linemen. And after the first half your down a few players and it keeps getting worse!!
Based on the above I would take break tackle first, but there are limited used for the remaining skills. Piling on is bad as I don't want my troll to be fouled. I fear losing my trolls. I would probably take multiblock in the hope of hurting more opposing players
Doubles is Pro all the way. If already have pro on one of the trolls, then I would take block and use him to bash. Pro can be usefull for so many things...
The gaurd hasn't been too helpful. With the goblins all having 2ST, gaurd only brings them to 3, the equivalent of most teams linemen. And after the first half your down a few players and it keeps getting worse!!
Based on the above I would take break tackle first, but there are limited used for the remaining skills. Piling on is bad as I don't want my troll to be fouled. I fear losing my trolls. I would probably take multiblock in the hope of hurting more opposing players
Doubles is Pro all the way. If already have pro on one of the trolls, then I would take block and use him to bash. Pro can be usefull for so many things...
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