Development of Trolls

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Marlow
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Development of Trolls

Post by Marlow »

Salutations Readers,

I have a Goblin team (both Online and in our local League) and while Troll development is quite slow it does happen! So, assuming I do not get the lucky Double for Block, I was wondering what skills other coaches would recommend for Trolls?
I was thinking
First Troll - Guard, Stand Firm, Break Tackle
Second troll - Break Tackle, Guard, Multipul Block

Break Tackle - Dodge on 2+ gives some much needed mobility even if it is once per turn
Grab - Helps clear a path, or set up for someone else to Block them.
Guard - Effectively +1 Str to the Goblins is always good
Juggernaut - Properly only worth it on one Troll?
Multiple Block - Great with Block, and makes it risky for opponents to try and mob you.
Piling On - Help get Casualties; but not sure I want my trolls prone?
Stand Firm - Complements Guard and stops you crowd surfing.
Strong Arm - Helps Throwing Goblins.
Thick Skull - A nice skill; but about the weakest option for a troll.

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Post by PubBowler »

I think that Juggernaut is out, I don't trust Really Stupid players with MA4 to be doing much blitzing.

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Post by fen »

I tend to set up my trolls slightly differently.

1: Break Tackle, Strong Arm, Guard, Grab - Main performer of throwing duties, support troll later on.
2: Grab, Multi-Block, Guard, Stand Firm - Brusier. He can also keep players next to him for multi-blocking and is really grim when combined with a chainsaw player. In some leagues I'd take Break Tackle over one of the later two skills.

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Marlow
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Post by Marlow »

fen wrote: 1: Break Tackle, Strong Arm, Guard, Grab - Main performer of throwing duties, support troll later on.
I like Throwing Goblins; but the rarly land so I am unsure on the value of Strong Arm. Without it you need 3+ for a successful throw and I only tend to use it once per half.
fen wrote: 2: Grab, Multi-Block, Guard, Stand Firm - Brusier. He can also keep players next to him for multi-blocking and is really grim when combined with a chainsaw player. In some leagues I'd take Break Tackle over one of the later two skills.
Now that looks an interesting route, I take it you find the Grab useful for setting up the Multiblock next turn?

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Post by mattgslater »

I think Guard, Multiple Block and Grab are your best bets, in that order.

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Post by tenwit »

Marlow wrote:Now that looks an interesting route, I take it you find the Grab useful for setting up the Multiblock next turn?
Grab is good for setting up blocks for other players. If you can set up two other blocks, that's extra-good. Grab also cancels Side Step, so if you're (for example) MBlocking two Pro Elf blitzers, you're able to ensure that the 1st one is pushed back and won't be giving an assist to the second one.

Expecting a Really Stupid player who is standing near (at least) two opponents and a friendly goblin to get actions in two successive turns is asking quite a lot. You don't want to risk that sort of thing too often. The friendly goblin could get smashed, or the targeted players could dodge away, or you'll fail one of the RS rolls, or you'll roll double skulls and have to contend with loner. Grab is to be used at the same time as MBlock, not the turn before.

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Post by Digger Goreman »

Starvin' Marvin got Break Tackle first (increased his mobility greatly), got lucky on a doubles to get Block, and then Guard....

Annoyed my opponents almost as much as he annoyed me by going Stupid at the worst moments.... :lol:

Still, just those three skills caused him to be feared to the point that one opponent played a 400,000 Assassin card on him... and that over my 4 St Orc Blitzer with Mighty Blow and Tackle....

For Marvin, I think Grab is next....

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Post by fen »

Marlow wrote:
fen wrote: 1: Break Tackle, Strong Arm, Guard, Grab - Main performer of throwing duties, support troll later on.
I like Throwing Goblins; but the rarly land so I am unsure on the value of Strong Arm. Without it you need 3+ for a successful throw and I only tend to use it once per half.
I throw players every 2-3 turns as it sets up TDs and places Goblins in areas that cause problems for opposing teams. Additionally it's nice to be able to throw with confidence when there is an opposing Tackle Zone (or two) on the Troll.
Marlow wrote:
fen wrote:2: Grab, Multi-Block, Guard, Stand Firm - Brusier. He can also keep players next to him for multi-blocking and is really grim when combined with a chainsaw player. In some leagues I'd take Break Tackle over one of the later two skills.
Now that looks an interesting route, I take it you find the Grab useful for setting up the Multiblock next turn?
Less for setting up and more for keeping players in range as much as possible. It's also good for dumping a player next to the Chainsaw so I can use a Block Action with it instead of Blitzing (or foul if the player goes down). Especially on the first turn of a drive.

Code: Select all

.P.
---  LOS
TxT
.C.
The poor little P will end up between the two trolls in position x, this allows C (Chainsaw) to either block or foul a target without stepping outside the protection of his troll buddies. This also works with the Pogoer but you need to knock the player down as you'd want to foul not Block/Foul.

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Post by Marlow »

fen wrote: I throw players every 2-3 turns as it sets up TDs and places Goblins in areas that cause problems for opposing teams. Additionally it's nice to be able to throw with confidence when there is an opposing Tackle Zone (or two) on the Troll.
Are you lucky with Landing rolls, or just do not care if they go splat?

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Post by Joemanji »

Don't care is how I play it.

Joe

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Post by fen »

Don't care. As long as they're not carrying the ball (thus causing a turnover) they have a 50% chance of not breaking armour when they fail to land. Then they can get up and get on with the job. This is one of the reasons I like to have a couple of jump up players. Those goblins can move really far and fast, it catches people off guard.

Not caring is the only way to play Goblins imo. :lol:

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Post by Marlow »

My team has some reserves now so I will try throwing a few more and see what happens.

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Post by Joemanji »

fen wrote:Don't care. As long as they're not carrying the ball (thus causing a turnover) they have a 50% chance of not breaking armour when they fail to land.
A 58% chance even. :wink:

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Post by fen »

I couldn't be bothered to sit down and hunt out the odds. :wink: :lol:

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Post by Joemanji »

I rather embarassingly know them by heart. :oops: I thought everyone here did, but it seems I was wrong... :lol:

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