Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill?
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Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill?
My Chaos Pact troll just rolled his 4th skill: normal.
http://www.thunderbowl.ca/tbsn/index.ph ... obj_id=111
He already has Block, Stand Firm, Guard and a -1AV.
I can only take Strength skills. Right now, all I can think of is Grab or Multi-Block. Both are marginal skills as far as I can tell. I'm not going to take Break Tackle or Juggernaut, etc as the Troll's job is simply to hold the line. I'm opposed to Thick Skull just because it seems like a "give-up" skill.
Ideas?
http://www.thunderbowl.ca/tbsn/index.ph ... obj_id=111
He already has Block, Stand Firm, Guard and a -1AV.
I can only take Strength skills. Right now, all I can think of is Grab or Multi-Block. Both are marginal skills as far as I can tell. I'm not going to take Break Tackle or Juggernaut, etc as the Troll's job is simply to hold the line. I'm opposed to Thick Skull just because it seems like a "give-up" skill.
Ideas?
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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
I would go with Grab.
Get your opponent out of the way into any adjacent square of your choosing, keep him in contact with your Troll, repeat.
It's a pretty decent skill because you don't have to push the opposition into the typical 3 squares that you would normally have to. It allows you to open up some good lanes for the rest of your players to get through.
Just my two cents.....
Get your opponent out of the way into any adjacent square of your choosing, keep him in contact with your Troll, repeat.

It's a pretty decent skill because you don't have to push the opposition into the typical 3 squares that you would normally have to. It allows you to open up some good lanes for the rest of your players to get through.
Just my two cents.....

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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
Take grab. I took multi-block on the troll from my orc team and it didn't work that well.
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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
I vote grab, unless you have plenty of guard standing next to him on the line to make multi-block nasty.
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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
Another for Grab.
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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
Grab
and second best Strong Arm for TTM
and second best Strong Arm for TTM
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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
stashman wrote:Grab
and second best Strong Arm for TTM
Pink slimy breeding pokemon with one move. Multipule block is very situational.
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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
+1Jimmy Fantastic wrote:Piling On
But use it for rerolling stuns only though.
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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
If you have some Guard, Grab isn't all that "marginal." 3d grabs make it very easy to shove your Ogre into the backfield, to let him block a midfielder. This makes it easier to partition and digest the defense.
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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
How?mattgslater wrote:If you have some Guard, Grab isn't all that "marginal." 3d grabs make it very easy to shove your Ogre into the backfield, to let him block a midfielder.
I would only use the Piling On to reroll stuns with MB available and maybe not every time.
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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
I spent like 20 minutes looking for it, and I didn't find the simple diagram I'd put up. Carnis might know where it is. If you either leave an open space on the LOS, or follow on one of your blocks, you have a place to Grab a defender across the line of scrimmage, where you have a man waiting to block him into one of your guys, who can either cross scrimmage or push another of your guys across scrimmage. This new block is really easy to load up on assists, so it's easy to 3d a ST4 player by blocking him (not evan blitzing) with the Mino, or to 3d a ST3 player with, say, a Frenzy Marauder (with Orcs, I Grab with Ripper or BOB #4 and use a Frenzy Blitzer to follow). Using Frenzy on the second block lets you chainpush twice this way; since the second can be a knockdown, it can also be 2d. If you chain 'em right, you can drive two of your guys across the LOS on this play, and make two extra hits if the defense is foolish enough to set up shallow on you.
The only guaranteed defenses against this tactic are setting your midfielders more than two squares behind scrimmage (yes, you can push into extra blocks, but why?), or loading up on Stand Firm or Side Step; either of those skills across the whole line kills this tactic cold. Deep defenses just yield more LOS casualties and better cages for you, so you can consider the schematic counter to be a win. This subgame defeats the Dodge skill, because the defender probably won't (read: shouldn't) use it on the first two blocks. It also defeats Block/Wrestle, because down-in-square isn't the objective, and most or all of the blocks are 3d. Fend helps, but by itself isn't enough; it might force the offense into a mistake, and it counters Frenzy, meaning it takes one more action (but you can use your Frenzy guy some other way). Spreading the line out doesn't help; a 303 line could make you burn an action, but you could also get a crowdsurf off of a 303, so whatever. It does cost (most of) one net action, as the Grabber is trying to push instead of pow, and you lose (most of) the added chance of knockdown for your Frenzy, but in exchange you get a free midfield blitz @ MA3.
Having two Grabbers is even better, by the way, as it means you can draw pushes on later blocks into places where they can be hit again. This is critical, because you seldom have more than one spare block when you try this game. One or two Guard players are very nice-to-have, but there are lots of ways to do this after making your initial blocks.
The only guaranteed defenses against this tactic are setting your midfielders more than two squares behind scrimmage (yes, you can push into extra blocks, but why?), or loading up on Stand Firm or Side Step; either of those skills across the whole line kills this tactic cold. Deep defenses just yield more LOS casualties and better cages for you, so you can consider the schematic counter to be a win. This subgame defeats the Dodge skill, because the defender probably won't (read: shouldn't) use it on the first two blocks. It also defeats Block/Wrestle, because down-in-square isn't the objective, and most or all of the blocks are 3d. Fend helps, but by itself isn't enough; it might force the offense into a mistake, and it counters Frenzy, meaning it takes one more action (but you can use your Frenzy guy some other way). Spreading the line out doesn't help; a 303 line could make you burn an action, but you could also get a crowdsurf off of a 303, so whatever. It does cost (most of) one net action, as the Grabber is trying to push instead of pow, and you lose (most of) the added chance of knockdown for your Frenzy, but in exchange you get a free midfield blitz @ MA3.
Having two Grabbers is even better, by the way, as it means you can draw pushes on later blocks into places where they can be hit again. This is critical, because you seldom have more than one spare block when you try this game. One or two Guard players are very nice-to-have, but there are lots of ways to do this after making your initial blocks.
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
I think you meant this diagram. It was buried in the middle of the colossal nurgle thread.
Seems like a fun thing to try.
Seems like a fun thing to try.
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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
Nearly everyone sets up 2 squares back in case of quick snap so I am not sure that is so viable. Also It only leaves 1 block at one of the guys on the LOS, so a decent amount of time it would have just been better to block down the line as normal.
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Re: Chaos Pact Troll (Block, Stand Firm, Guard) on 4th skill
I routinely get a guy two squares deep in the backfield. Three is a different story; you have to be trying a 1TTD. But with 1x Grab and 1x Frenzy, you only burn one action getting a guy two squares across.
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.